Educational, active games for children. "active educational games for school-age children" Relay race with a balloon
Then this series of educational and active games is just for you! Games for children from 6 years old. Games for kindergarten and school.
Between two fires
Anyone can play this game, the main thing is that all players can be divided into two equal teams. Each team chooses a captain. The playing field is first divided in half, then each half into two more parts, and the outer parts should be half the size of the middle ones.
The teams are lined up as follows: the captains stand on the narrow outer stripes, between them, on the middle stripes, the rest of the players are placed - opposing teams stand opposite the captains (for example, the White captain, the Blue team, the White team, the Blue captain). The captains' task is to hit someone from the opposing team and not knock out their players. If one of the players is hit by the ball, he leaves the center and joins his captain.
Players in the center can catch the ball (but not from the ground) and throw it at opponents.
The game continues as long as there are players in the center.
If all the team's players are eliminated from the middle, the captain takes their place. If he can withstand as many opponents throwing the ball as he has team members, the team returns to the middle.
Each captain has three “candles”, i.e. three hits on him do not count.
Place of play: street
Items needed: ball
Number of players: even
Mobility of the game: mobile
Sleeping pirate
Before the game, players choose a driver - a sleeping pirate. He is given the ball.
The pirate squats down so that the ball is almost under him and closes his eyes. The rest - the “thieves” - begin to make noise and jump around him. Everyone tries to come closer and snatch the ball. The “Pirate” must keep the ball and try to grab the “thief” by the hand. If he succeeds, the unlucky “thief” leaves the field and becomes a spectator. If the “thieves” managed to take the ball, then the “pirate” becomes a “thief”, and the successful “thief” becomes a “pirate”.
Items needed: ball
Mobility of the game: mobile
Handkerchief fight
Teams line up against each other. A line is drawn between them in the middle. Each participant has a handkerchief tucked into their belt.
The team that will go on the offensive is chosen by lot. This team is over the line. The presenter shouts: “Fire!” The second team goes on the offensive, and the attacking team runs back. Opponents are trying to catch up with them and take away the scarves. Then the teams change roles and the game continues.
The team with the most enemy handkerchiefs wins.
Players age: from six years old
Place of play: street, indoors
Items needed: scarves
Mobility of the game: mobile
Earth!
They choose a driver. He has a small ball in his hands. The rest are located around the site. The driver throws the ball up and calls the name of one of the players, for example, Seryozha.
Seryozha must try to catch the ball so that it does not have time to fall to the ground. If he succeeds, he in turn tosses the ball and calls the name of the next player.
If the next player does not have time to catch the ball and it falls to the ground, then the player shouts: “Ground!” The rest should freeze in the place where they found themselves at that moment. And the shouting player must hit any participant in the game from the place where he picked up the ball. If he succeeds, then the player who was hit becomes the driver. Game continues.
Players age: from eight years old
Place of play: street
Items needed: ball
Mobility of the game: mobile
Anxiety!
This game requires jump ropes. The driver squats down and begins to rotate the rope above his head. Players must jump over it. Then the driver shouts:
"Anxiety!" and lifts the rope higher and spins it faster. The one of the players who was the first to jump away or sit down and was hit by the jump rope becomes the driver.
Players age: from six years old
Items needed: jump rope
Mobility of the game: mobile
Uninvited guest
For the game, choose a section of the river that is fairly shallow and has a flat bottom. The participants of the game are divided into two teams. They agree on the boundaries of their possessions and place two markers in three places: in the middle (the border between possessions) and at the end of the possessions. Each player prepares a bag of sand (polyethylene or linen) for himself. A large inflatable ball is placed on the border - an “uninvited guest.”
Establish the order of throws among the players in the team and strictly adhere to it. They throw carefully, one at a time, first the bag from one team, then from the other. After each throw, the bag sinks and falls to the bottom. The owner of the bag is forced to dive to get it. He performs his next throw from the place where he took out the bag.
It may happen that one of the players is forced to throw a bag from the enemy’s territory, as a result of which the “uninvited guest” will have to move into the possession of his team.
In this case, the participant in the game throws the bag into his territory past the ball and again waits for his turn.
The winner is the team that quickly drives the “uninvited guest” over the line at the end of the enemy’s possession.
Players age: from ten years
Place of play: a section of the river, shallow and with a flat bottom
Things needed: ball, projectile bags, stakes (to mark boundaries)
Mobility of the game: mobile
Butterfly traps
Participants form three large concentric circles. Everyone standing in the inner circle is given paper hats or bows. They will be "butterflies".
Holding hands, participants move in a circle; the outer circles in one direction, and the inner circles in the other. An unexpected whistle sounds, upon which the players of the two outer circles join hands in pairs, trying to take one of the players in the inner circle into the ring.
If a player from the first circle manages to sit down, then they do not touch him. Those who fall into the trap have their cap or bow taken away. The game is played this way several times. The winners are the participants who keep their hats or bows.
Players age: from eight years old
Mobility of the game: mobile
The starlings have arrived
In different places of the hall, players draw circles - these are “birdhouses”. Each of them houses a pair of “starlings”. The number of players must be odd. One "starling" will be left without a "nest".
Players portray “starlings” - they “fly” around the court in different directions. At the signal “Starlings have arrived!” they run to the birdhouses. You can take any of them. The one who is left without a circle is considered a loser. At the signal “Starlings are flying!” The game continues.
Players age: from six years old
Place of play: street, indoors
Mobility of the game: mobile.
Empty place
Empty Space is a fun, active game for schoolchildren that develops children's reactions well and is designed for a large number of players.
The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other and continue to run further, trying to race to take the free place (left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.
Players age: from six years old
Number of players: 7 – 15
Mobility of the game: mobile
Lenok
They play on the sand near the water. One participant in the game will be the driver.
You need to draw several circles on the sand; there should be one less of them than the number of participants in the game.
The driver is in a circle and makes different movements. All players stand away from the circles and repeat the driver’s movements. The rest of the players must repeat them.
The driver gives the command: “Plant flax!” And all participants in the game must occupy the “nest” circles. The one who did not manage to occupy the “nest” is considered “settled”: he occupies one “nest” and sits in it until the end of the game.
Players age: from six years old
Place of play: street, indoors
Mobility of the game: mobile
Storks
Draw a big circle. All participants stand on one leg and cross their arms over their chest. You need to push your opponents out of the circle by jumping on one leg and without using your hands. The winner is the one who remains in the circle last.
Players age: from six years old
Place of play: street, indoors
Mobility of the game: mobile
Clever owl
Select the “eagle owl”, he hides in his “nest”. The rest in a whisper (“the eagle owl” should not hear) announce the bird that they will portray. Imitating the cry of this bird, the players “fly” around the playground. At the signal “An owl is flying!” all the “birds” try to fly away to pre-prepared “nests”. If the driver manages to catch someone, then he must guess what kind of bird it is. Only then does the caught one become an “owl”.
We suggest: making “bird nests” on tall objects. Everyone needs to “fly” to their own “nest”.
Players age: from six years old
Place of play: street, indoors
Mobility of the game: mobile
Fishermen and fish
They play on the shore, near the water. All participants in the game are divided into two groups. One group is the “fish”, the other group is the “fish”. These two groups should stand opposite each other at some distance. A conversation takes place between the “fishermen” and the “fishes”:
- What are you doing?
- What will you catch?
- Catch it!
The “fish” run away, and the “fishermen” try to catch up with them. If the “fisherman” catches up and greases the “fish”, it is considered “caught”.
Players age: from eight years old
Game location: river bank
Mobility of the game: mobile
Apple picking
Several apples are placed on a chair. The players take turns taking the ball, throwing it up, the ball does not fall to the ground, you need to collect apples from the chair into the basket. Whoever collects the most wins. The competition is held in several stages. You can play with plum pits, walnuts, and apricots.
Players age: from six years old
Things needed: apples or other items that can be collected by participants
Place of play: street, indoors
Mobility of the game: mobile
Caterpillars, let's start!
Participants are divided into teams and line up one after another. Each team is given enough balls so that there are enough for everyone except the first one. The players squeeze the balls between themselves, turning into a long “caterpillar.” At the driver’s signal, the teams run towards the goal, trying not to lose the balls or break the chain. In fact, their movements can hardly be called running. Rather, they are similar to how a caterpillar crawls along the ground.
The team that is the first to reach the finish line wins.
Players age: from eight years old
Place of play: street
Things needed: balls
Mobility of the game: mobile
Day and night
One participant in this game will be the driver. He should say: “Day!” or "Night!"
When the driver says; “Day!”, then all participants should jump, have fun, and play.
When the driver says: “Night!”, all participants must freeze in place. If anyone doesn't have time, he must leave the game.
Players age: from six years old
Place of play: street, indoors
Mobility of the game: mobile
Mirror
In pairs, one person repeats the movements of the other. As an option, the entire group of players repeats the movements of one.
Players age: from eight years old
Purpose of the game: interpersonal interaction, experience of conducting and reporting
Mobility of the game: sedentary
Edible-inedible
On the playing court, two parallel lines are drawn at a sufficiently large distance from each other. Using a counting rhyme or by lot, the driver is chosen. He picks up the ball and moves beyond one line. Everyone else lines up in one row behind another line.
The driver throws the ball to each player in turn and names some object, fruit, vegetable, berry. Players must catch the ball if an edible item is named, and hit the ball if something inedible is named. In any case, the ball must return to the driver. The one who completes the task correctly takes a step forward. If the player made a mistake, he remains in place or takes a step back if he has already stepped over the line. The one who made a mistake squats twice, and jumps on his haunches three times. The one who reaches the driver faster wins.
The main rule: you cannot hold the ball in your hands for a long time. This applies to both the driver and other players. Anyone who thinks about it should give a forfeit. At the end of the game, forfeits are played out and for each forfeit a specific task is given.
Players age: from eight years old
Things needed: balls
Mobility of the game: mobile
frogs
Players line up in a row in front of a flat wall, retreating some distance from it (approximately 1.5 - 2 meters). They take turns throwing the ball at the wall and jumping over it when it bounces. Anyone who was unable to complete the task or completed it with an error starts all over again.
The difficulty lies in the fact that each time the task becomes more complicated. According to the degree of difficulty, it is divided into several classes. In each class, the ball is first thrown against the wall a very short distance from the ground. Gradually this distance increases until the ball hits the wall at a level above the participants’ heads. In the next class they start from zero again.
First grade. The ball is thrown with both hands, bending slightly forward, straight in front of you into the wall. The ball should be at knee level.
Second class. The ball is thrown from the waist directly in front of you into the wall.
Third class . The ball is thrown at shoulder level directly in front of you into the wall.
Fourth grade . The ball is thrown from behind the head directly in front of you into the wall.
Fifth grade . The ball is thrown from behind the back between the legs directly in front of oneself into the wall. You need to jump over it with your back.
Sixth grade. The ball is thrown from behind the back over the right shoulder directly in front of you into the wall.
Seventh grade. The ball is thrown from behind the back over the left shoulder directly in front of you into the wall.
Eighth grade. The ball is thrown from behind the back over the head directly in front of you into the wall.
Ninth grade. They throw the ball between their legs, turning their back to the wall, and turn to face the wall in order to jump over it.
Tenth grade. The ball is thrown between the legs with the back turned to the wall. It is necessary that he first hit the ground and only then hit the wall. Jump without turning to face the wall,
The winner is the one who completes all the tasks faster and more dexterously.
Age of players: varied
Place of play: street
Items needed: ball
Mobility of the game: mobile
Brave hen
10-12 people play in the water. One of the participants becomes a “kite”, the other – a “hen”. All the rest are “chickens”.
They stand behind the “hen”, forming a column. Everyone holds on to each other, and the one standing first is the “mother hen.”
“Kite” stands 3-4 steps from the column. At a signal, he tries to grab the “chicken” standing last. To do this, he needs to go around the column and position himself behind. But this is not so easy, because the “mother hen” always turns to face him and blocks the way, stretching out her arms to the sides. The entire column at this time should deviate from the “kite” in the opposite direction.
If within a few minutes the “kite” manages to grab the “chicken”, a new driver is chosen. The game repeats itself again.
Players age: from eight years old
Place of play: street, indoors
Mobility of the game: mobile
Pathfinder Competition
The game takes place in winter. Before holding this competition, the organizers agree in advance how the route will be designated for each team. First, the referee's assistants set off and mark the path for the participating teams (the number of assistants will be equal to the number of teams).
Each assistant moves in his own direction, leaving a noticeable mark that is unique to that team. For example, the first assistant leaves a trail with only one stick, another with two, the third goes without any sticks at all, the fourth throws spruce or pine cones along the way, the fifth sticks thin branches on one side of the track, etc. The tracks intersect several times and get confused, but still clearly visible in the snow.
All tracks lead to one point, located 1.5 - 2 km from the start. Skiers should be on the road for approximately 40 - 50 minutes. 1 - 1.5 hours after the assistants leave, the teams start under the command of the captains. They indicate in advance the characteristic differences of landmarks. The winner is the team that is faster than others and arrives in full force at the final destination, about which they knew nothing in advance.
Players age: from ten years
Place of play: street
Items needed: skis
Mobility of the game: mobile
Forest tags
They are good to play in the forest or in the park. The players scatter in different directions, and the driver catches them. A player who is about to be caught can run up to the tree, touch it, and thus become untouchable. As soon as the player leaves the tree, he is back in the game. The driver is prohibited from guarding those standing by the tree.
Players age: from eight years old
Place of play: park, forest, square
Mobility of the game: mobile
Tulking with a wolf
The driver in this case turns into a “wolf”. Everyone playing, except him, runs around with bunches of grass in their hands. As soon as the player sees that the “wolf” is catching up with him, he can throw his bunch on the ground and say: “Your grass, wolf!” The driver must stop, pick up the grass from the ground and only then continue racing. You are only allowed to throw grass once.
Players age: from eight years old
Place of play: street
Things needed: a bunch of grass, twigs, etc.
Mobility of the game: mobile
Hugging tulle
The driver can insult someone who does not have a pair (you need to hold on to the pair tightly). If a trio is formed, you can kill the one who joins last.
Players age: from eight years old
Purpose of the game: detente, mutual assistance
Number of players: 6 – 30
Place of play: spacious room
Mobility of the game: mobile
King of the Beasts
They play on the shore, near the water. Choose one driver. He will be the “king”, the rest of the participants will be the “beasts”. Each player must tell the “king” what kind of animal he will be.
The “beasts” stand in a row opposite the “king”. The “king” holds the ball in his hands, calls some “beast”, the “beast” must run away. And the “king” throws the ball at him. If the ball hits the player, he becomes the “king’s” assistant and will have to bring him the ball. The “King” names several “animals”, then says: “I catch all the animals!” Everyone runs away, and he must hit some “beast” with the ball.
The "King" must always throw the ball from a certain place.
Next time, the driver can choose the one who was caught first, or he can choose the one who was caught last.
Players age: from eight years old
Game location: river bank
Items needed: ball
Mobility of the game: mobile
Gardener in the water
This game is played on the shore, near the water. You need to draw a large circle in the sand. In this game, the driver will be the “gardener”, the other participants in the game will be the “flowers”. Each “flower” chooses a name for itself, for example, rose, cornflower, cactus, violet, gladiolus. The “gardener” is on the shore, and the “flowers” are sitting in the water. "Gardener" says:
“I was born a gardener,
Seriously angry
I'm tired of all the flowers,
Except for the rose!”
Instead of a rose, a “gardener” can name any other flower. After this, the player whose flower was named must run out of the water and run around a circle on the shore. The "gardener" runs after him. If the “gardener” was able to catch up and insult the player, he leaves the game.
Next time, you can choose the player who was insulted first as the “gardener.”
Players age: from eight years old
Game location: on the shore
Mobility of the game: mobile
A series of outdoor games corresponding to the physical and mental development of children aged 7-10 years.
These are games to develop coordination and dexterity. They include speed running, throwing, and jumping over obstacles. The rules are gradually becoming more complex, and the requirements for accuracy of execution are increasing. Text is often used to define the rhythm of the movements. It is important to introduce into games motor elements of actions that children observe in life; they are familiar from pictures (digging, pulling, pushing, etc.). It is advisable to introduce elements of competition into games (who can quickly reach the designated tree). Children at this age are interested not only in the process of the game, but also in its result, so they love to play competitive games. It is most useful to conduct motor games in the fresh air. The child is subject to fairly strict requirements regarding the quality of movements, the correctness and clarity of their execution.
☺ Game “Mouse Hunt”
The game is designed to develop attention, coordination, and operational orientation in the situation. All players are divided into pairs. One pair (possibly by lot) becomes the “cat” and the “mouse”. The remaining pairs stand in a circle: one at the back of the other’s head (in fact, two circles are formed: outer and inner). The distance between adjacent pairs should be large enough to allow you to run between them. The "cat" must catch the "mouse". If he touches it, the “mouse” is considered caught and leaves the game. But she can “hide” in a hole. To do this, she needs to stand in front of any couple in the circle. In this case, the player who is third in the pair becomes the “mouse”. He continues to run away from the "cat". If the “cat” touches him when the “mouse” has already joined the pair, and the “third” has not yet had time to start running, he hesitates, he becomes a “cat”. The winner is the “cat” that takes the most “mice” out of the game, and the “mouse” that lasts the longest in the game.
☺ Game “Help a friend”
This game is aimed at developing mutual assistance and support for each other. Two players are selected, one of whom is the driver, must catch up and “trash” the other. The rest of the children stand in a circle, at a distance of about one step. The runner and the driver run along the circle, and the second one tries to catch up with the second one. But the runner, if he feels that he is being overtaken, can ask for help from any player in the circle by shouting his name. Then the named player leaves his place and runs in a circle, and the first running player takes his place. However, the vacated place can also be taken by the one who is catching up, then the “driver” becomes the one who did not succeed. The game continues as long as the children are interested.
☺ Game “Captive of the Ball”
The game “Captive of the Ball” develops both coordination and motor attention. All children line up in two lines facing each other. The end player takes the ball and throws it to the opposite player. This player catches the ball and throws it to the player opposite, as shown in the diagram. And so on. When the ball reaches the end of the line, it is thrown in the opposite direction in the same order. If the player does not catch the ball, he is captured by the opposing team and begins to play on their side. The winner is the team that “captivates” as many players as possible during the game time, which is limited in advance (for example, we play for 5 minutes).
The next game is aimed at developing not only attention, but also proper coordination of movements.
☺ Game “Balls - brooms”
This is a competitive game. It can be carried out with two participants or with two teams of participants. You will need two balloons and two brooms. Two participants must carry the balls on brooms a certain distance (for example, from a wall to a table) without dropping them or puncturing them. The balls cannot be held by hand. If they play in teams, then, according to the principle of a relay race, all participants take turns carrying the balls. The participant (or team) who succeeds in this receives a special certificate giving the right to sweep the room with this broom for a week.
☺ Game “Dark Labyrinth”
All participants in the game, except the leader, line up and close their eyes tightly. Then, with their eyes closed, they begin to follow the leader’s commands: “Two steps forward, turn left, two steps right, turn around, step left, turn left, four steps straight, turn 180 degrees, two steps back, turn right, turn left, step forward, three steps left, etc.” Then, at the leader’s command, “Open your eyes!” everyone opens their eyes and looks at who is standing. If someone stands differently from everyone else, then he leaves the game. The game then continues until only the two (or one) most attentive players remain.
☺ Game "Bicycle Camera"
A bicycle pump or an object that imitates it is used. One child pretends to be a “camera.” (To make it easier to get into the game, an adult can act as the “camera” first.) As the “camera” is pumped up, it changes poses and positions. First, he takes a sitting position, then spreads his arms, puffs out his cheeks, etc. At some point, the improvised tube “bursts,” imitating the sound of a burst tire. The participant lies helplessly on the floor. The role of “camera” passes to another participant.
☺ Game "Clothespins"
The game should be played outdoors or indoors with plenty of free space for children to run around. You will need a lot of clothespins (preferably bright, multi-colored ones). This game can be played by children and adults. The number of players is not limited. The whole group is divided into two parts. One part is “hunters”, the other is “deer”. All clothespins are divided into equal piles and given to all “hunters”. The “hunters” attach clothespins to their clothes and the game begins. After a signal (you can have a musical introduction or imitate the sound of a hunting horn), the “hunters” begin to catch the “deer.” Having caught the “deer,” the “hunter” attaches a clothespin to it and releases it. The “hunter” who has no clothespins left wins.
Games that develop strength and endurance
Jump ropes.
Description: players jump rope in different ways - on two legs, on one leg, etc. The one who lasts the longest wins.
Jump ropes.
Classics
Description: hopscotch is being drawn on the playground. Players must jump from grade 1 to grade 10 by jumping on one leg and pushing the bat in front of them. If the bat flies beyond the hopscotch, the player gives way to the next one. The winner is the participant who jumps all the classes first.
Materials and visual aids for the game
Chalk, bat.
Magic rope
Developing physical strength and endurance
Description: players are divided into 2 teams. Teams take positions on opposite sides of the center line. At the command of the leader, the players begin to pull the rope, trying to pull the opposing team to their side. Those who succeed win.
Materials and visual aids for the game
Rope, chalk to indicate the center line.
Sebikuza
Developing physical strength and endurance
Description: The game is played in pairs. Players take positions on opposite sides of the center line. The players' task is to pull the opponent's hands to their side. The player who crosses the line loses.
Materials and visual aids for the game
Chalk used to draw the center line on the playground.
Don't drop the bag
We develop coordination of movements and a sense of balance
Description: children place the bag on their head and spread their arms to the sides. The players walk around the hall to slow music, trying not to drop the bags from their heads. The one who keeps his back straight and does not lower his head down does not lose.
It should be noted those who have never dropped the bag.
Materials and visual aids for the game
Small bags of sand or cereal.
Relay on all fours
Developing physical strength and endurance
Description: players are divided into 2 teams. At the leader’s signal, participants run on all fours to the flag and back. The team whose members complete the distance first wins.
Materials and visual aids for the game
Balloon relay
Description: Participants with a racket and a balloon run to the cube and back, guiding the balloon with the racket, trying to prevent it from falling.
Materials and visual aids for the game
Tennis rackets, balloons.
Spiders
Developing physical strength and endurance
Description: players are divided into 2 teams. Each player takes the following position: squats, leaning on his hands from behind, and places the ball between his legs and torso. In this position, at the leader’s signal, he runs to the flag and back. The team that completes the distance first wins.
Materials and visual aids for the game
Chalk to indicate the start (finish) line, flags on a stand or pins to indicate the turning point, a ball.
Wheelbarrow
Description: Players are divided into 2 teams. Each team must have an even number of players. The players stand in pairs: one of the participants stands on his hands, the second holds the first by the legs. In this position, the players, at the leader’s signal, move around the playing court. The team whose members complete the distance first wins.
Chalk to indicate the start (finish) line, flags on a stand or pins to indicate the turn point.
Dog
Developing reaction speed and agility
Description: The players stand in a circle at a distance of a step. In the center of the circle is the driver (“dog”). Players in a circle throw the ball to each other, and the “dog” must touch the ball. The player whose “dog” touches the ball stands in a circle, and the former “dog” takes his place.
Materials and visual aids for the game
Kangaroo
Developing physical strength and endurance
Description: players are divided into 2 teams and take a place at the start. The first member of each team holds the ball between his knees. At the leader’s signal, players begin to jump around the playing court to the flag and back. At the start they must pass the ball to the next team member. The team that completes the distance first wins.
Materials and visual aids for the game
A ball to indicate the start (finish) line; flags on a stand or pins to indicate the turning point.
Ball racing
Developing physical strength and endurance
Description: players are divided into 2 teams and take a place at the start. The first members of each team sit on the balls and, at the leader’s signal, jump to the flag and back. At the start, they pass the balls to the next participants. The team that completes the distance first wins.
Materials and visual aids for the game
Sports inflatable balls, chalk to mark the start (finish) line, flags on a stand or pins to mark the turning point.
Buffaloes
Description: The game is played in pairs. The participants in the game are put on a rope, which serves as a harness. The players are positioned at the same distance from the center line. Chairs are placed at some distance from the players and bells are placed on them. At the signal from the leader, the players try to pull the opponent to their side. At the same time, they must grab the bell from the chair. The first person to ring the bell is the winner.
Materials and visual aids for the game
Long rope, chalk to mark the center line, 2 chairs, 2 bells.
Children's volleyball
We develop accuracy and coordination of movements
Description: The players are divided into two equal mixed teams. Children and adults throw the ball over the net, trying to hit the hoops on the opponent's side. For each hit in the hoop - a point. The team with the most points wins.
Materials and visual aids for the game
Ball, hoops, volleyball net.
Ram fight
Developing physical strength and endurance
Description: 2 people take part in the game. Players squat in a circle with their arms extended forward. The players' task is to push each other outside the circle by hitting their palms against the opponent's palms. The participant who succeeds wins.
The game can be played in various ways; players can push each other out of the circle:
Putting your hands on the opponent’s shoulders;
Resting their foreheads;
Resting your chest, clasping your hands behind your back;
Resting your backs;
Standing sideways to each other, etc.
Materials and visual aids for the game
Chalk used to draw a small circle.
Crossing
Description: Participants are divided into 2 teams. 2 participants from each team stretch the ropes from start to finish. The task of the other players is to cross from the start line to the finish line, standing on skateboards and moving their hands along the rope. The players of the team who complete the distance first win. In the second version of the game, one of the participants of each team is at the finish line and holds one end of the rope. The rest of the players, standing or sitting on skateboards, take hold of the other end of the rope. The player at the finish line begins to pull his friend. The team whose players are the first to cross the finish line wins.
Materials and visual aids for the game
Skateboards, long ropes, chalk to mark the start and finish lines.
Over the pebbles
We develop coordination of movements and a sense of rhythm
Description: children are grouped in a column. The presenter says the text:
On a smooth path, The children are walking.
Our feet are walking -
One, two, one, two. Children jump on two legs.
By pebbles, by pebbles...
In the hole - bang! Children squat down.
We got out of the hole. Children stand up and raise their hands up.
Materials and visual aids for the game
If the game takes place in the gym, then musical accompaniment is possible.
Through the stream
Developing physical strength and endurance
Description: A stream is drawn on the playground, which gradually widens towards the end. The presenter begins the game with the words:
Through the field and into the woods
Our stream ran.
It is not narrow, not wide,
It is neither shallow nor deep.
One step, two steps -
We crossed the stream!
Players are invited to step over the stream: first through its narrow place, then where it is wider and wider. At the widest point, the presenter repeats the verses, replacing the last lines.
One jump, two jump -
Let's not get our feet wet!
If the players manage to jump over the stream, they need to be encouraged.
Materials and visual aids for the game
Present
We develop coordination of movements, imagination, dexterity
Description: children stand in a circle. A driver is selected from among the players and is located in the center of the circle. The rest of the players walk in a circle saying:
We brought gifts for everyone.
Whoever wants it will take it.
Here's a doll with a bright ribbon,
Horse, top and plane.
Then the children stop and the driver must name one of the listed gifts. If the driver chooses a horse, then the players imitate the movements of the horse, that is, they run after each other in a circle, raising their knees high; if a doll, they dance on the spot; if a top, they spin in place and then squat down; if an airplane, they run one after another in a circle, raising their arms to the sides, and then stop and squat down. The driver chooses someone from the circle and changes roles with him.
Hoop relay
Developing physical strength and endurance
Description: players are divided into 2 teams. The first player on each team receives a hoop. At the leader’s signal, the participants, jumping through the hoop, begin to move towards the finish line. The team whose players complete the distance first wins.
Materials and visual aids for the game
Gymnastic hoops, chalk to mark the start (finish) line, flags on a stand or pins to mark the turning point.
Porters
Description: players are divided into 2 teams, each with an even number of participants. Pairs of players participate in the relay race. They hold the ball between 2 gymnastic sticks and, trying not to drop it, run to the flag and back. Then they pass the burden to the next pair and so on until all team members have completed the distance. The team that completes the distance first wins.
Materials and visual aids for the game
Gymnastic sticks, balls, chalk to mark the start (finish) line, flags on a stand or pins to mark the turning point.
Friendship relay
Developing agility and physical strength
Description: Teams line up in columns of two behind the starting line. There is a hoop on the ground at the feet of the first couples. At a signal, the first couples jump into the hoop, lift it and, holding the hoop with both hands, run to the cube, run around it, and return back. The team that completes the task first wins.
Materials and visual aids for the game
Hoops, cubes.
Dribbling
Developing dexterity and coordination of movements
Description: Players are divided into 2 teams. The task of each player is to go the distance, hitting the ball on the floor with one hand. The team that does this first wins.
Materials and visual aids for the game
A ball, chalk to indicate the start (finish) line, flags on a stand or pins to indicate the turning point.
Throwing the ball
We develop reaction speed and coordination of movements
Description: Players line up. The first number throws the ball to the second number, he throws the ball to the third, the third to the fourth, and so on until the last participant in the team, who runs with the ball to the right flank of the line, stands next to the first number and passes the ball to him, etc. The team wins which will quickly return the first number to its place.
Materials and visual aids for the game
Balls according to the number of teams.
Pole racing
Developing physical strength and endurance
Description: players are divided into 2 teams. The task of each team player is to ride a skateboard to the flag and back, pushing off the ground with a pole. The team whose players cover the distance faster wins.
Materials and visual aids for the game
Skateboard, pole, chalk to mark the start and finish line, flags on a stand or pins to mark the turn point.
Pole push
Developing physical strength and endurance
Description: The game involves 2 players. They are located in a circle, each grabbing the pole from its side. The task of each player is to push the opponent out of the circle.
Materials and visual aids for the game
Pole, chalk.
Leapfrog
Developing physical strength and agility
Description: players are divided into 2 teams. The first player leans forward. The next player jumps over him and also stands up, leaning forward. Then the next player jumps over the two standing ones and also stands up, bending over. As soon as all team members stand at a distance, the first player, who is now the last, jumps over everyone in front and stands up again, bent over. And so on until all players cross the finish line. The team that completes the distance first wins.
Materials and visual aids for the game
Chalk to mark the start (finish) line, flags on a stand or pins to mark the turn point.
Get on the trail
We develop dexterity and coordination of movements
Description: The player is standing on the floor. The presenter outlines his feet with chalk. You need to jump up and make a 360° turn in the air and land in the same place.
Materials and visual aids for the game
Engine
We develop coordination of movements and dexterity
Description: players are divided into 2 teams. At the leader’s signal, the first player runs the distance. When he returns to the team, the next player clings to him, and they run the distance together. The action is repeated until all team members run the distance, clinging to the train. The team that completes the task first wins.
Materials and visual aids for the game
Chalk to mark the start (finish) line, flags on a stand or pins to mark the turn point.
Firefighters
Developing physical strength and endurance
Description: Multiple teams can take part in the game. The starting line is drawn on the playground (it is also the finish line). Bells for each team are attached to the top bar of the wall bars. At the leader’s signal, the players run to the wall, climb up and ring the bell. The team that completes the task first becomes the winner.
Materials and visual aids for the game
Gymnastic wall, bells, chalk.
Ball pushers
Developing physical strength and eye
Description: the game is played on the sports ground. The task of each player is to push the ball as far as possible. During the game, the leader marks on the court where each player’s ball falls. When all players have finished throwing the ball, the results can be tallied.
Materials and visual aids for the game
Medicine ball, chalk.
Relay race with yoke
Developing physical strength and coordination of movements
Description: Players are divided into 2 teams. Rotating posts are placed on the playground, which the players have to run around. At the leader’s signal, the players begin to move along the distance.
They carry a yoke on their shoulder - a gymnastics stick with buckets filled with tennis balls, trying not to drop it. The team that completes the distance first wins.
Materials and visual aids for the game
A gymnastic stick, small plastic buckets filled with tennis balls, turning posts at least 1.5 m high, chalk to mark the start (finish) line.
Skydive
Developing physical strength and agility
Description: standing on a gymnastic bench and grasping with his hands a rope placed at the extreme point, the participant flies to the opposite point and lands on the mats. The one who lands the furthest wins.
Materials and visual aids for the game
Gymnastic bench, rope, mats.
Games that develop flexibility
Passing the ball
Developing flexibility and dexterity
Description: players are divided into 2 teams. They are arranged in columns at a distance of a step from each other. The participants' task is to pass the ball over their head to the player standing behind them. The team that does it faster wins.
Materials and visual aids for the game
Passing the ball with a snake
Developing flexibility
Description: Players are divided into 2 teams. They are arranged in columns at a distance of a step from each other. The participants' task is to pass the ball to someone standing behind them, with one player passing the ball over his head and the other between his legs. The team that does it faster wins.
Materials and visual aids for the game
Hoop tunnel relay race
Developing flexibility
Description: players are divided into 2 teams. Some of the team members hold hoops, forming a tunnel; the other part, at the leader’s signal, runs through the tunnel. Then the participants change places. The team that completes the task first wins.
Materials and visual aids for the game
Gymnastic hoops.
Turtles
Developing flexibility
Description: children crawl on their stomachs, moving their right arm and left leg at the same time, then their left arm and right leg. “Turtles” crawl around the site under the stretched ropes, trying not to touch them. A player who touches the rope is considered caught in a “trap” and leaves the game.
Materials and visual aids for the game
Racks, ropes.
Relay race with gymnastic stick
Developing flexibility
Description: Players are divided into 2 teams. They are arranged in columns at a distance of a step from each other. The first player, at the leader’s signal, steps over the gymnastic stick he is holding in his hands, then passes it to the next player. The team that completes the task first wins.
Materials and visual aids for the game
Gymnastic sticks.
Crayfish football
Developing flexibility
Description: Two arcs are placed on the court - these are goals (without goalkeepers). The players are divided into two teams. During the game, they move with support on their feet in front and on their hands behind their back. Players must kick the ball into their opponents' goal. You can't play with your hands. The time in crayfish football is 3 minutes.
Materials and visual aids for the game
Two arcs, ball.
Circus performers
Description: Any number of people can participate in the game. At the leader’s signal, the participants begin to twist the hoops around their waists. The one who lasts the longest wins.
Materials and visual aids for the game
Gymnastic hoops.
flying ball
Developing flexibility
Description: The players stand in a circle and begin tossing the ball to each other. Their task is to prevent the ball from falling for as long as possible. Players should not move from their place or even lift their feet off the floor. The one who drops the ball is out of the game.
Materials and visual aids for the game
Bridges
Description: it is necessary to mark the playing field - a square divided into 16 parts. You can take forfeits from the players. From among the players, a driver is selected, who, using forfeits, determines the participant, and using a turntable, the numbers of squares in which the participant must place his arms and legs. All players are placed on the playing field. The task of each player is to stay on the field in an uncomfortable position for as long as possible. The one who was able to resist the longest changes roles with the leader.
Materials and visual aids for the game
Chalk, pinwheel with numbers from 1 to 16.
Confusion
Developing flexibility
Description: A driver is selected from among the players. All players stand in a circle, and the driver turns away. At this time, players get confused without opening their hands. The driver's task is to untangle the confusion.
Materials and visual aids for the game
Musical accompaniment.
Lizards
Developing flexibility
Description: The game involves 2 teams. Pins are placed on the playing field, which the crawling players will have to go around. At the leader’s signal, the players lie down on the floor and crawl along the distance, trying not to knock over the pins. The team that goes the distance first wins.
Materials and visual aids for the game
Chalk to indicate the start (finish) line, flags on a stand to indicate the turn point, pins.
Play is one of the most important types of human developmental activity, used from childhood, since from the moment of birth the child better assimilates the information obtained during various games. Abilities acquired and improved through gameplay help you better navigate life situations, find the right solutions more easily and quickly, and adapt to environmental changes.
What qualities do games develop in children?
- Physical – a set of socially conditioned mental and biological properties of a person that determine the level of physical fitness necessary to carry out active and purposeful motor activity;
- Intellectual - specific properties of the work of the intellect in assimilation and processing of information flow with subsequent analysis;
- Social – abilities that characterize a person’s actions in a social environment, his behavior among others and relative to them.
Physical qualities that games develop
In the process of developing physical qualities, the functioning of the body as a whole improves. Certain motor skills are mastered and improved, the work of internal systems and organs is activated, and brain function is improved by improving peripheral blood supply.
The main physical qualities that games develop:
- Strength is the degree of muscle development that allows a person to resist or influence external forces using muscle tension;
- Dexterity – quick and correct mastery of new movements, rational restructuring of motor activity in accordance with changing circumstances;
- Flexibility is a morphofunctional feature of the human musculoskeletal system, which determines the degree of mobility of individual parts of the body, facilitating the performance of movements with maximum amplitude;
- Speed – movement of a person or movement of individual parts of the body at maximum speed in the shortest possible period of time;
- Endurance is the ability to resist fatigue when performing any activity, to withstand muscle load for a long time without significant loss of power.
Intellectual qualities that games develop
The best way to develop thinking is regular training of mental activity by solving complex problems. Intellectual games provide such a load ideally.
What qualities do games develop and what are their benefits:
- Analytical thinking – the ability to analyze received information, dividing it into logical and semantic blocks, comparing and contrasting individual fragments with each other, determining their relationships;
- Logic – the ability to think, reason and analyze within the framework of formal logic, drawing correct and consistent conclusions;
- Deduction – the ability to extract a central idea from voluminous information arrays, the ability to correctly formulate it, combine disparate information blocks according to common features, the ability to generalize and highlight patterns;
- An important quality that the game develops is critical thinking. This is the ability to resist suggestion and influence, eliminating erroneous ideas and false conclusions through critical analysis and evaluation of information;
- Forecasting is the formation of models of future developments of events based on available information, taking into account possible alternative options, allowing you to plan further actions;
- Abstract thinking - the ability to retain complex systems, concepts and combinations in memory in the form of corresponding symbols, manipulating these symbols until finding the right solution with the ability to apply it in practice;
- Figurative thinking - the ability to compare various objects and concepts, finding a conventional common denominator, formulate metaphors and comparisons, simplifying the perception of complex ideas, and perceive artistic images well;
- Concentration is the ability to maintain attention for a long time on solving specific problems, increasing the efficiency of mental activity.
Social qualities that games develop
Social qualities represent the concentration of human experience as a result of individual and group activity in various combinations. Forming abilities, needs, knowledge, skills, behavior and interaction in society, the social qualities of an individual are both the basis and consequence of social processes.
The social qualities that games develop must be cultivated in a person from the moment of birth, which is why the socialization of children in the game is important. The child acquires his first skills of social behavior in communication and games with his parents. As he grows up and enters society, participating in games with other children, the child learns teamwork, communication skills and tolerance for the mistakes of others, solving common tasks and problems, distributing responsibilities and sharing responsibilities. Game tasks assigned to the group contribute to better socialization of children. In the game, thanks to the emerging need to compromise, give in, listening to the opinions of other participants and taking them into account, the foundations of correct social behavior are formed. It is in preschool education that children should be taught to curb their own emotions, think practically in an objective and figurative direction, control their behavior and actions within society, and clearly understand their place and significance in society. This type of learning is best done in a playful way.
The main social qualities that games develop in children:
![](https://i2.wp.com/neboleem.net/cache/klixowatermark/6f6afb8766cacea1eb36b7f54028fc06.jpg)
Thanks to the socialization of children in games, they take an active part in the life of the family, kindergarten group, in the company of friends, readily come to the rescue, enjoy studying and playing, participate in discussions and disputes, making correct conclusions and relevant comments. This indicates that children have an adequate understanding of the structure of the world around them.
Essentially, games depict real life in an imaginary, conventional setting, and what qualities games develop depend on their type. Active, intellectual, logical, computer, role-playing - different games are important at different stages of growth as an essential element in the development of qualities necessary for life.
Video from YouTube on the topic of the article:
Children love to run, jump, and compete.
Outdoor games develop not only dexterity, endurance, and speed of reaction, but also many of the games we offer develop attention, logical thinking, and the ability to quickly switch.
Swan geese
The game develops your child's reaction and endurance.
On one side of the site there is a line separating the “goose barn”. In the middle of the site there are 4 benches, forming a road 2 - 3 meters wide. On the other side of the site there are 2 benches - this is a “mountain”. All players are in the “goose house” - “geese”. Behind the mountain there is a circle “lair”, in which 2 “wolves” are located.
At the signal - “Geese-swans, in the field”, the “geese” go to the “field” and walk there. At the signal “Geese-swans go home, the wolf is behind the distant mountain,” the “geese” run to the benches in the “goose barn.” “Wolves” run out from behind the “mountain” and catch up with the “geese.”
The players who are never caught win.
Age: from six years
The game develops: attentiveness, endurance, coordination, agility, thinking, reaction
Number of players: 4 or more
Place of play: street
Alphabetically
To make names better remembered, to train attention and the ability to quickly switch from one task to another, you can play this game in a company of up to 15 people.
The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds) like this:
- so that all names are arranged in alphabetical order;
- so that everyone stands by hair color (on the left - brunettes, on the right - blondes);
- so that everyone stands according to their height (small ones on the left, big ones on the right).
Note. These exercises can be even more fun if there are wide benches, sofas, or very stable, sturdy chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.
Age: from six years
The game develops: attentiveness, coordination
Number of players: 5 or more
Place of play: indoors
Hurry up to pick
With this game you can have fun in a group.
A participant stands in a circle with a diameter of 1 meter with a volleyball in his hands. There are 8 tennis (rubber) balls behind the player.
At a signal, the participant throws the ball up, and while it is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball.
The participant who managed to pick up more balls wins.
Age: from six years
The game develops: attentiveness, coordination, dexterity, reaction
Number of players: 2
Place of play: street
Things needed: balls
Cones, acorns, nuts
An active game that children really like.
Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle.
The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone’s place.
If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.
Age: from six years
The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more
Place of play: street
Birds, fleas, spiders
The group is divided into two teams. Each team, secretly from the other, decides who they will be - “birds”, “spiders” or “fleas”. Two teams stand in lines in the center of the hall and face each other with a gesture indicating the chosen animal.
Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not manage to reach the opposite wall moves to another team.
Age: from six years
Purpose of the game: relaxation, concentration
Number of players: 10 – 30
Game location: spacious safe room
Target
This is an interesting game that develops dexterity, accuracy and coordination. Children stand behind the circle line. In the center of the circle is the leader. One of the players has the ball. Those standing behind the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend so that he can make a throw.
The leader runs, dodging the ball. The player who did not hit the leader with the ball takes his place.
Age: from six years
The game develops: attentiveness, endurance, coordination, agility, accuracy, reaction
Number of players: 3 or more
Place of play: street
Items needed: ball
Give me a hand
Before the game, children choose an area beyond which they cannot run.
One leader is selected - the tag, the rest of the players move freely around the site.
Salka begins to catch players who are running away from him, while the children try to join hands with the closest player.
Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them.
If the tag catches up with a single player, they switch roles.
Age: from six years
The game develops: attentiveness, endurance, agility, reaction
Number of players: 4 or more
Place of play: street
Jumping sparrows
A wonderful children's game. First draw a circle on the asphalt using chalk.
In the center of the circle is the leader - the “crow”. Behind the circle are all the players who are “sparrows”.
They jump into a circle and jump inside it. Then they jump out of it in the same way.
The “crow” tries to catch the “sparrow” when it jumps inside the circle.
If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.
Age: from six years
The game develops: attentiveness, dexterity, thinking, reaction
Number of players: 3 or more
Place of play: street
British Bulldog
Playing affects the child’s endurance and reaction.
Children appoint two catchers (“bulldogs”). The Bulldogs stand on one side of the court, and everyone else stands on the opposite side. At the signal of one of the “bulldogs” all players must run to the other side. But so that the player is not caught by the bulldogs.
The game continues until all runners become bulldogs.
Age: from six years
The game develops: endurance, reaction, strength
Number of players: 4 or more
Place of play: street
Homeless hare
An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.
A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it becomes homeless, and the hunter will hunt for it. As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.
Age: from six years
The game develops: attentiveness, endurance, thinking, reaction
Number of players: 3 or more
Place of play: street
White bears
Polar bears is an active group game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.
At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.
“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another.
Two caught “bear cubs” join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”
The “bear” runs up, greases the caught one and takes him to the ice floe.
The next two caught also join hands and catch the rest of the “cubs”.
When all the cubs are caught, the game ends.
The last player caught wins and becomes the “polar bear”.
Note. A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” has insulted it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
Age: from six years
The game develops t: agility, reaction, imagination
Number of players: 7 or more
Three, Thirteen, Thirty
Three, Thirteen, Thirty is a game that develops attention and quick reactions in children. Can be used at school for physical education sessions for primary school students.
Participants in the game agree in advance which number represents which action. Players line up in a line at a distance of arms outstretched to the sides.
If the driver (teacher) says “three”, all players must raise their hands up, when the word “thirteen” - hands on the belt, when the word “thirty” - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate movements.
Age: from six years
The game develops: attentiveness, reaction
Number of players: 7 or more