Card of the outdoor game “Polar bears.

Mobile games are the most accessible and effective method impact on the child. Thanks to them, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movement, mostly in an unobtrusive form of entertainment. The game is a companion of the child, and it meets the laws laid down in them by nature itself - an irrepressible need for movement. 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 use of outdoor games allows you to develop not only physical, but also intellectual qualities: observation, memory, logical thinking, ingenuity. In games that have a story form, there is room for imagination and artistry, elements of dance and singing. In addition, games can be played with musical accompaniment. All this forms an aesthetic worldview. Being carried away by the game, children very clearly show character traits and other individual characteristics.

For children with a mental and physical retardation, play is a vital need, as it contributes to the development of understanding of instructions and orientation in space. Along with insufficiently formed general motor skills, there are deviations in the organization of fine motor skills, which provide fine, differentiated movements, for example, when modeling, constructing, writing, etc. Children with mental retardation have practically no ability to work out and consolidate motor actions. This takes a lot more time and repetition.

The most important result of the game is joy and emotional uplift. Thanks to this remarkable property, outdoor games, especially those with elements of competition, are more than other forms. physical education meet the needs of children with mental retardation. In addition, outdoor games, selected taking into account age, state of health, the degree of their physical fitness, contribute to recovery, hardening, strengthening the body.

The game develops

When organizing outdoor games, it is necessary to carefully monitor the sanitary and hygienic conditions of the classes, in particular, the cleanliness of the gym and the air temperature. Equally important is the cleanliness of the body and clothing of the practitioners themselves. During the game, metabolism increases significantly, gas exchange and heat transfer increase. In this regard, children need to develop the habit of systematically washing their hands and feet, wiping the body with a damp towel and dousing with water, using the generally accepted rules of hygiene and hardening.

If the problem is solved in the lesson strength development, then it is very beneficial to include in his program auxiliary and lead-up games associated with short-term speed-strength tensions and the most diverse forms of overcoming the opponent's muscular resistance in direct contact with him. The main content components of such games include various tugs, pushes, holds, pushes, elements of wrestling, weightlifting, etc. Exercises with available weights are also very effective for solving this problem - tilts, squats, push-ups, lifts, turns, rotations, running, jumping with a load that is feasible for students. This should also include throwing various objects at a distance.

For speed development games should be selected that require instant responses to visual, sound or tactile signals and include physical exercises with periodic accelerations, sudden stops, rapid jerks, sprinting and other motor actions aimed at consciously and purposefully getting ahead of the opponent.

For development of dexterity use games that require precise coordination of movements and quick coordination of their actions with the actions of teammates, a certain physical dexterity.

For endurance development it is necessary to use games associated with a deliberately large expenditure of strength and energy, with frequent repetitions of exercises or with prolonged continuous motor activity, due to the rules of the game.

The game teaches

Outdoor games are best used in close relationship with other means of physical education through complex use with general developmental, leading and special exercises. When planning, you need to take into account the overall load of the lesson and determine the goal, time and place among other exercises used and learning tasks. The level of its difficulty and duration should be accessible to those involved and increase smoothly and gradually.
When conducting games, serious attention must be paid to strict observance of generally accepted norms and safety rules for both the players themselves and the spectators.

In gymnastics lessons

Keep your balance

Purpose of the game: development of coordination abilities, courage. It is used as an auxiliary exercise for teaching motor actions in balance.

Organization: the class is divided into equal teams, which line up in a column one by one behind the common starting line. The distance between the columns is 2–3 m. In front of each team there is a gymnastic bench with 3 stuffed balls on it, and 10 m after it there is a reversal stand.

Conduct: on a signal, the first numbers rush forward, run along the bench, jumping over the balls lying on it, then run to the rack, go around it to the left and return back, where they pass the baton to the second numbers by touching the outstretched hand, and they themselves 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. If a player knocks the ball down, he must replace it. The team that finishes the relay first wins.

Crossing the narrow poles

Target: development of dexterity, vestibular apparatus.

Organization: the class is divided into equal teams, which line up in a column one by one behind the common starting line. The distance between the columns is 3 m. After 10 m in front of each team there are two inverted benches parallel and close to each other.

Conduct: on a signal, each team, holding hands, runs up to its crossing and begins to cross the river along the narrow rails of an inverted bench in a chain, without breaking their hands. The team that crosses the fastest without losing balance or breaking the chain wins.

Wrestling on the balance beam

Target: development of coordination abilities, perseverance and tactical thinking. It is used as a lead-in exercise for teaching motor actions on the balance beam.

Organization: the class is divided into equal teams, which line up in a column one at a time: the boys are in front, and the girls are behind them - from different ends of the log. Gymnastic mats are laid directly under the log and near it.

Conduct: on a signal, one player from each team climbs the log from their end and, converging in the middle, try to unbalance the opponent with the help of deceptive movements and push them off. The player who succeeds earns 1 point for his team. The team with the most points wins.

Acrobatic relay

Target: development of dexterity, speed, courage. It is used as an auxiliary exercise for teaching acrobatic elements.

Organization: the class is divided into three teams that line up in columns one at a time behind the starting line. At 2–3 m in front of the columns, three benches are installed 3 m apart from one another; behind each of them lay gymnastic mats. At a distance of 15 m from the start line, reversal stands are installed.

Conduct: on a signal, the first numbers run to their reversal stands, perform three long somersaults from a run through three benches standing in their way, run around the reversal stand and return back, where they pass the baton to the second numbers. The team that finishes the relay first wins.

Medicine ball medley relay

Target: development of dexterity, speed-strength qualities, flexibility. It is used as a lead-in exercise for teaching acrobatic elements.

Organization: the class is divided into two teams, which, in turn, are divided into two groups and line up in opposite columns at a distance of 10 m from each other. Each player assumes a wide stance position. The distance between the players is 70 cm. A gymnastic mat is laid in the middle between the columns. The captains (guides) of one of the subgroups receive a stuffed ball.

Conduct: on a signal, the captain passes the medicine ball overhead to his partner backwards, bending over. He, having received the ball, leans forward and gives it back between the legs of the third participant, etc. The last player, having received the ball, runs forward with it; having reached the mat, he does a somersault forward with the ball in his hands, then continues to run and passes the ball to the guide of the other column, and he steps aside. The players of the second column perform the same task. The team that completes the task first wins.

Don't let the hoop fall

Target: development of dexterity, speed. It is used as a lead-in exercise for teaching motor actions with a hoop.

Organization: the class is divided into teams that line up one after the other on the start line; the interval and distance between the players is 1 m. Three lines are drawn at 6, 8 and 10 m from the start line. Players in the first rank receive a hoop.

Conduct: The game is played in three rounds.

First tour. On a signal, the players of the first line should roll their hoop forward, and when it crosses the 6-meter mark, run out and catch it before it falls to the floor. A participant who does not have time to catch his hoop or runs out ahead of time is out of the game.

In second round the same task must be completed when the hoop reaches the 8-meter mark, and in the third - 10-meter. The team that retains the most players after the final round wins.

Ten rope jumps

Target: development of dexterity, speed, attention. It is used as a lead-in exercise for learning to jump rope.

Organization: The class is divided into four teams that line up in columns. The interval between students is 1.5–3 m. The first numbers receive a rope. The method of jumping is negotiated in advance.

Conduct: on a signal, the first numbers perform 10 jumps in place in the agreed way and pass the rope to the second numbers. The last participant, having completed the task, raises the rope above his head. The team that completes the task first wins.

Catching "frogs"

Target: development of agility, speed, strength. It is used as an auxiliary exercise for teaching vaults.

Organization: the class is divided into two teams that line up in two lines: one is on the starting line and takes emphasis crouching, the other is 1.5 m in front of them. At a distance of 10-12 m from the start line mark the finish line.

Conduct: on a signal, all participants in the game begin to perform jumps in an emphasis, crouching relying on arms extended forward (“frog”), pushing off with their arms and legs. The task of the standing team behind is to catch up and knock down the players in front of the standing team until they reach the finish line. Then both teams return to the starting point and change places. The team whose members catch the most "frogs" wins.

In athletics lessons

Downhill running

Target:

Organization: on a free meadow with a slope of up to 10–12 °, the class lines up in one line behind the common starting line. Ahead, after 20 and 50 m, two control lines were drawn.

Conduct: on a signal, all players run forward downhill, and for the first 20 meters they must run evenly, without overtaking each other, but when they reach the first control line, start racing. The winner is the participant who first crosses the 50-meter line without violating the rules. The scores for boys and girls are separate.

Relay race with obstacles

Target: development of speed and agility. Used as an introductory exercise for learning to pass the baton.

Organization: the class is divided into two teams that line up in a column one behind the starting line. The interval between the columns is 3 m. The first numbers receive a baton. A reversal stand is set 15 meters from the teams, and a hoop is placed in the middle of the distance, in the center of which a small white circle is drawn with chalk.

Conduct: on a signal, the first numbers run to the reversal post, having reached the hoop lying on the way, climb through it, then put it in place so that the white circle is in the center, and run further, run around the reversal post and come back, climbing through the hoop again, after which they pass the wand to the second numbers. The team that finishes the relay first wins.

Jumping on one leg

Target: development of strength, agility, jumping ability. It is used as an auxiliary exercise for teaching long jumps.

Organization: the class is divided into two teams that line up in columns one at a time behind the start line.

Conduct: on a signal, the first numbers, standing on one leg, perform 5 jumps in a row as far as possible and stop. The second numbers begin the execution of the same task from where the first ones stopped, and so on. The winner is determined by the total length of jumps of all team players.

jump over the stream

Target: development of speed, jumping ability. It is used as an auxiliary exercise for teaching long jumps.

Organization: the class is divided into two teams that line up in columns one at a time behind the start line. After 8 m from the starting line, two parallel lines indicate a conditional stream 2 m wide, and after another 8 m, reversal racks are installed.

Conduct: on a signal, the first numbers run to the reversal counter, jump over the stream with a run, run around the counter, come back, overcoming the stream in the same way, and pass the baton to the second numbers. If the player could not jump over the stream, then the team is awarded 2 penalty seconds. The team that finishes the relay in the shortest time, including penalty seconds, wins.

Accurate throwing

Target: development of dexterity. It is used as an auxiliary exercise for learning to throw at a target.

Organization: the class is divided into pairs, who receive a small ball and a gymnastic mace. The players of each pair stand facing each other at a distance of 8 m from each other, marked with intermediate lines 1 m apart. Maces are placed in the middle between the players.

Conduct: on a signal, the players in pairs take turns throwing the ball into the mace, trying to knock it over. The participant who succeeds moves it one line closer to him, and the game continues. The winner is the one who, as a result, moves the mace closest to himself.

Dodge the ball

Target: development of speed and dexterity, operational thinking. It is used as a lead-in exercise for learning to throw the ball at a target.

Organization: the participants of the game disperse around the site, in the center of which is the leader with a tennis ball in his hands.

Conduct: on a signal, the players begin to randomly move around the court, dodging the ball that the driver throws at them. The participant who was hit by the ball goes into the support group of the driver and, together with him, tries to knock down the players; ball passes can be used. The winner is the player who does not have time to knock down.

Throwing with the ultimate rebound

Target: development of dexterity, strength. It is used as an auxiliary exercise for learning to throw a ball and a grenade at a target and at a distance.

Organization: 8 m from the basketball backboard, a control line is drawn, after it, every meter - parallel lines indicating the footage. The class is divided into two teams that line up in a column one behind the control line. The first numbers get the ball.

Conduct: on a signal, the first numbers throw the ball at the shield so that it bounces as far as possible, then they pick it up and pass it to the second numbers. The further the rebound, the more points the participant brings to his team. The number of points corresponds to the footage of the applied lines. The team whose players score the most points wins.

catch up with the front

Target: development of speed, agility and attention. It is used as a lead-in exercise to complete training tasks for practicing low or high start techniques.

Organization: The class is divided into two teams, which line up in two lines. The distance between the lines is 2–3 m. A control line is drawn 30–40 m in front of the first line.

Conduct: on a signal, both teams from a high (low) start run to the control line. Players in the back rank strive to catch up and, with a touch of the hand, tarnish those running in front. Players who have been tarnished before the control line must stop and raise their hand. Their number is counted. Then the teams change places. The team that manages to tarnish more players from the other team wins.

Penguins

Target: development of speed and agility, jumping ability. It is used as a lead-in exercise for long jump training.

Organization: the class is divided into two teams that line up in a column one behind the starting line. At 15 m from it, reversal racks are installed. The first numbers take a basketball and pinch it between their legs.

Conduct: on a signal, the first numbers in long jumps, holding the ball between their knees, rush to the bar, go around it and return to their teams, where they pass the ball to the second numbers, etc. The player who lost the ball must pick it up, return to the place where he dropped it, and continue from there. The team that finishes the relay first wins.

Throw the ball higher

Target: speed development. It is used as an auxiliary exercise for learning to run short distances.

Organization: participants line up in one line in front of a circle with a diameter of 3 m, in which lies a small ball. The treadmill starts from the circle. Two judges are appointed: one at the circle, the other at the treadmill. The second referee has flags of different colors in his hands.

Conduct: on a signal from the line, the first participant enters the playing circle, takes the ball and throws it up. While the ball is flying, the player accelerates along the treadmill, trying to run as far as possible during the flight of the ball. At the moment the ball lands, the judge at the circle says loudly: “Stop!” - and the judge at the track puts a flag in front of the place where the runner was at the time of landing. Then the same task is performed alternately by all participants. The winner is the one whose flag will be farthest from the circle.

Running with obstacles

Target: development of speed, jumping ability and attention. It is used as an auxiliary exercise for learning to overcome vertical and horizontal obstacles.

Organization: the class is divided into 2-3 teams, which line up in a column one at a time on the start line at a distance of 5 m from one another. U-turn stands are installed 20 m from them, and on the way to them on equal distance- two barriers, between which a gymnastic mat is placed.

Conduct: on a signal, the first numbers run to the racks, jumping over the barriers along the way, run around the racks and come back, jumping over the mat with a run, then with a touch of the hand they pass the baton to the second numbers, etc. For each mistake - for example, if the player did not jump over the barrier or the mat - 2 penalty seconds are added. The team that completes the task in the shortest time, including penalty seconds, wins.

Caterpillar

Target: development of speed, dexterity, tactics of joint actions.

Organization: the class is divided into two teams that line up in a column one at a time at the start line. A stuffed ball is placed 10 meters in front of each team.

Conduct: all participants take a gray-haired position, bending their legs. Each player grabs the partner sitting behind him by the ankles. Thus, the whole column resembles a caterpillar. On a signal, both teams, alternately moving either their legs or their buttocks, move to stuffed balls, go around them and come back in the same way. The team that completes the task first without disengaging wins.

Handicap Pursuit

Target: development of speed, agility and attention.

Organization: With an interval of 3–4 m, two parallel lines are drawn from one another - A and B. The finish line C is drawn at a distance of 8–10 m from line B. The players are divided into two teams and line up in two lines on lines A and B, respectively. The participants of the second team occupy an uncomfortable position - crouching emphasis, lying emphasis, sitting down, standing with their backs in the direction of movement, etc.

Conduct: on a signal, the participants rush to line C, and the players standing on line A try to catch up and spot the players who are on line B. 1 point is awarded for each tagged one. Then the teams change places. The team with the most points wins.

In the lessons of sports games

ball flight

Target: development of speed and agility. It is used as a lead-in exercise for learning to catch and pass the ball in basketball.

Organization: the class is divided into several teams that perform the task in turn. The game is played in several rounds.
The team lines up in one line at a distance of 1 m from a cord with flags stretched across the hall, the height of which is 2.5 m. Each player has a ball in his hands.

Conduct: on a signal, the members of the first team must throw the ball over the cord 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 out of the game. Then the second team does the same task. In the second round, the distance increases to 1.5 m, in the third - up to 2 m, and so on. The team with the most players left after the final round wins.

Race balls in a circle with side steps

Target: development of speed, agility and attention. It is used as an auxiliary exercise for learning to dribble and pass the ball in basketball.

Organization: the class is divided into two teams that line up opposite each other on the front 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. The first numbers receive a basketball.

Conduct: on a signal, the first numbers begin to dribble the ball with side steps in a circle, making the first turn with the right side forward, and the second with the left side, after which they pass the ball to the second numbers and step aside. The team that completes the task first wins.

Interception of the ball

Target: development of speed, agility and operational thinking. It is used as an auxiliary exercise for learning to catch and pass the ball in basketball.

Organization: The participants in the game receive the ball and line up in a circle. A ball interceptor is selected that goes to the center of the circle.

Conduct: on a signal, the players begin to pass the ball, and the interceptor, running in a circle, tries to intercept it in flight, on the floor or pull it out of the hands of the participants. Having mastered the ball, he takes the place of the player who lost the ball. Players who have not made a single mistake in catching and passing the ball win.

Throws into the basket from the spot

Target: development of dexterity, attention and accuracy. It is used as an auxiliary exercise for teaching basket shots in basketball.

Organization: The class is divided into two teams. Team members occupy their half of the basketball court and line up in a column one by one behind the free throw line. The first numbers - on the ball.

Conduct: on a signal, the captains throw into the ring, then run to the backboard, pick up the ball and pass to the second numbers, and they themselves return and stand at the end of the column. The team with the most balls in the basket within the time limit wins.

Volleyball pass relay

Target: development of speed, accuracy of movements, attention. It is used as a lead-in exercise for teaching ball passes in volleyball.

Organization: The class is divided into two teams. The members of each team line up on their half of the volleyball court in two opposite columns on opposite sides of the net behind the attack lines. The captains get the ball.

Conduct: on a signal, the captains pass the ball with both 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 sends it through the net to the next player in the same way, and so on. The team that finishes the relay first wins.

Single combat at the shield

Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for learning to fight for the ball in basketball.

Organization: the class is divided into two teams, which line up in a column one by one behind the middle line of the basketball court and are calculated in order. The distance between the columns is 2–3 m.

Conduct: the teacher throws a basketball at the backboard and calls any number of the participant in the game. Players of both teams under this number run out of formation and rush to the ball, trying to take possession of it before the opponent. The one who succeeds brings his team 1 point and immediately makes a long pass to the leading player of his column, and he, having received the ball, quickly passes it with both hands back along the column from hand to hand to the last player in the ranks, who, having received the ball , lifts it up. The participant who lost the fight for the ball 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 opposing team. If the runner with side steps is in his place earlier, then his team is awarded 1 point; if not, the opposing team gets 1 more point. The team whose players score the most points wins.

In ski lessons

On one ski

Target: development of repulsion force with sticks, balance, attention. It is used as a lead-in exercise for learning to move with a sliding step.

Organization: The class lines up in one line. The interval between students is 2 m. Each participant builds a ski track for himself, and the teacher marks the start and finish lines at a distance of 20–50 m from one another.

Conduct: on a signal, all participants in the game try to slide as quickly as possible along their ski track to the finish line on one ski, lifting the other top and pushing off with sticks. A player who touches the snow with a raised ski is out of the game. The winner is the one who finishes first.

Now on the right, then on the left

Target: development of repulsion force with sticks, balance, speed, dexterity. It is used as an auxiliary exercise for learning to move on skis with a sliding step.

Organization: The class lines up in one line at the start line. The interval between students is 2 m. After 20–30 m from the start line, the turn line is marked.

Conduct: on a signal, the players, pushing off with sticks, slide to the turning line on the right ski, and back on the left. The winner is the one who completes the task first, never stepping on the snow with his free foot.

Down the snow slope

Target: development of dexterity and courage. It is used as an auxiliary exercise for learning to ski.

Organization: on a hill with a slope of 15–18 °, the class is divided into two teams.

Conduct: on a signal, the players of both teams alternately ski down the slope in a high stance, trying not to fall. For each fallen team a penalty point is awarded. The team with the fewest penalty points wins.

Descent together

Target: development of dexterity and courage, attention. It is used as a lead-in exercise for learning to ski.

Organization: on the slide, the class is divided into two teams that line up in a column two behind the starting line. Each pair of participants has one pair of skis.

Conduct: on a signal, the players, trying not to fall, alternately slide down the slope, standing together on one pair of skis. The partner standing behind holds the front partner by the belt. A pair that makes a descent without falling brings their team 1 point. The team with the most points wins.

summit assault

Target: development of agility and speed. It is used as a lead-in exercise to teach skiing technique.

Organization: the class is divided into two teams that line up in one line in front of the slide.

Conduct: on a signal, all players rush forward, trying to climb to the top of the snowy mountain as quickly as possible. The team wins, all the players of which will gather at the top before the other.

Vacancy

Target: development of speed, coordination abilities and attention. It is used as a lead-in exercise to teach the technique of turning on skis.

Organization: in the clearing, the class lines up in two circles. The interval between students is 2 m. Girls are in one circle, boys are in the other. The distance between the circles is 10 m. In each circle, a leader is chosen.

Conduct: on a signal, the drivers begin to detour their circle from the outside and, having chosen one of the players standing in it, touch it with their hand, while they themselves continue to move. The tanned skiers immediately turn and run to opposite side, trying to go around the circle as quickly as possible and take their former (vacant) place. The driver is trying to do the same, moving in his previous direction. The player who did not have time to take a place becomes the driver.

Descent with snowball throwing

Target: development of dexterity, courage. It is used as an auxiliary exercise for learning to ski.

Organization: the class is divided into two teams, which line up in a column one at a time on the top of the mountain behind the starting line. All players prepare two snowballs. At the end of the descent, 5 m to the side of the finish line, a portable shield measuring 1 × 1 m is installed.

Conduct: on a signal, the players take turns rolling down the slope and, passing by the shield, throw two snowballs at it. For each snowball hitting the target, the team is awarded 1 point. The team whose players score the most points wins.

Pick up the flag

Target: development of coordination abilities. It is used as an auxiliary exercise for learning to ski.

Organization: the game is played without sticks on a small slope. The class is divided into two teams, which line up in a column one at a time. On one of the sections of the descent, a control flag is placed on the right side, a judge with spare flags is also located here.

Conduct: on a signal, the players of the first team one by one with an interval of 10 seconds. start from the hill and try to pick up the flag on the descent without delaying the next participants. The judge immediately replaces the taken away flag with a new one - for the next participant. After the task is completed by the first team, all flags are returned to the judge. Then the second team does the same task. The team whose players pick up the most flags wins.

Don't get behind the gate

Target: development of coordination abilities and courage. It is used as a lead-in exercise for learning to ski.

Organization: The game is played on a long gentle slope, along which gates made of ski poles are placed. Opposite the gate are judges. The class is divided into two teams that line up in a column one behind the starting line.

Conduct: on a signal, the players take turns skiing down the slope, trying to pass through all the gates in the way, crouching so as not to hit them. For each gate that is hit or overturned, a penalty point is awarded. The team with the fewest penalty points wins.

Mutual Pursuit

Target: development of speed endurance, coordination abilities. Used as training exercise in preparation for the delivery of training standards in cross-country skiing.

Organization: the class is divided into two teams that line up opposite each other in lines, the distance between which is 100 m. A reversal flag is set to the left of each player.

Conduct: on a signal, the players rush forward to the flag of the opposing player of the oncoming team, and, bypassing the flag on the right, turn back, trying to catch up with the opponent and touch him with his hand. The one who manages to do this in the time indicated by the teacher brings his team 1 point. The team with the most points wins.

Tatiana Kreminskaya,
physical education teacher, Special correctional boarding school No. 11, Mezhdurechensk, Kemerovo region

Games. Map #1

""Pass the Ball""

Task: development of agility, strength

Inventory: ball

Location: the game is played on the carpet

After one of the drivers takes possession of the ball, the rest of the drivers and the player from the circle who lost the ball can attack him. The fight lasts until the ball is passed to one of the seated players. The one who made this pass leaves the circle and takes the place of the player who lost the ball.

2 drivers are selected (their number can be increased to 4 during the game).

The intervals between the players are outstretched arms.

    it is allowed to sit only with feet inside the circle. Only the player who lost the ball can change this position and join the fight for the ball.

    It is not allowed to use painful and suffocating techniques.

    If, when passing the ball, he went out of the circle, the one who threw the ball inaccurately goes to drive, and the driver takes his place in the circle.

Games. Map #2

""Step fast, look - do not yawn!""

Task: education of endurance, development of speech and memory

Location: playground 20-40 m

The driver turns his back to the players and, standing like this, says: "" Walk quickly, Look - do not yawn One, two, three ""

At the words of the leader, all the players step forward, striving to approach the leader in everything. After the word "three" they should freeze, and the driver turns to face them and looks at the players. Whoever moves must, at the direction of the driver, return to the line from which they started walking. Then the driver again turns his back to the players and says the same words.

All the players again move forward, trying to stop in time and freeze in place without moving. The driver turns to them and again indicates who to return back behind the line. And so the game continues until someone reaches the driver and touches his hand. After that, everyone turns and runs to their home line. The driver, after touching him, catches up with them, whomever he catches before the line of the house, he becomes the driver, and the game starts again.

1 driver is selected - becomes on one side of the site.

On the other side, at a distance of 15-30 m, a line is drawn, behind which the rest are, lined up.

The player who has never been caught wins.

    You can only move forward. Whoever approaches the leader at a run, he goes beyond the line of the house.

    To the words of the driver "" one, two, three "" everyone moves forward from the very place where he stopped the previous time.

    The one who moved, noticed in motion by the driver, must necessarily return to the starting line, no matter where he is.

Games. Map #3

""Trap""

Task: education of speed of reaction

Location:

Players

Leading, forming the gate

At the signal of the leader, all players must run for three counts through the "gate". On the count of "four", the "gates" are closed (the leaders lower their hands down). Who did not have time to run, he is considered caught and replaces one of the drivers. If two are detained at the gate, then 2 drivers are replaced and the game continues, only the dash goes from the other side.

From among the players, 2 drivers are selected (if more than 15 people play, then 2-3 pairs of drivers are chosen).

If there are many players and 2-4 "gates" are set, then the players can be divided into 2-4 groups and each plays at its own gate.

    during the run through the gate it is not allowed to push each other.

    Those remaining at the gate after the count of "four" do not have the right to break the clasped hands of the drivers, trying to break through the gate.

    If more than 2 people did not manage to run through the gate, then the last of them become the drivers.

    With 2-4 gates, you can introduce a rule according to which all other players can run through any gate.

    Those who run around the gate from the side are not considered to have passed through the gate and become drivers.

    The manager's account should be slow - about 1-1.5 seconds for each account.

Games. Map #4

""Group at attention!""

Task: develop attention, education honesty

Location: any

The leader gives orders. Children should perform them only if he first says the word "group" before the command. If he does not pronounce the word "group", then there is no need to respond to the command. The one who makes a mistake takes a step forward and continues to play.

In conclusion, the most inattentive players are noted, who moved further than others from their original position.

The winners are those players who were the most attentive and, thanks to this, remained in their original position.

    the player who has not completed the commands with the preliminary word ""group"" takes a step forward.

    A player who tried to execute commands without first saying "group" takes a step forward.

Games. Map #5

"Rooster Fight"

Task: develop jumping ability, cultivate a sense of balance

Location:

The team captains (or the head of the game) send one player at a time - "rooster" into the circle. Each of them stands on one leg, bends the other back, puts his hands behind his back. At the signal of the leader, the "roosters" jump on one leg, and begin to push each other out of the circle with their shoulders or seek to force their opponent to stand on both legs. The winner wins a point for their team. Then the next pair of players goes to the middle, and so on. The game continues until everyone is in the role of roosters.

    A circle with a diameter of 3-4m is drawn on the ground. ;

    The players are divided into two teams;

    Each team chooses a captain;

    If there are many participants in the game, the fight can be carried out in 2-3 circles at the same time.

    a rooster standing on both legs or jumping out of the circle is considered defeated, and both players return to their teams;

    if during the expulsion both roosters leave the circle, victory is not awarded to either of them, and the next pair goes in their place;

    roosters enter the fight only on a signal. If any of them start earlier, they replay. If it is the second time, it is appointed as the loser;

    captains also fight among themselves;

    during the fight, the hands must be behind the back, otherwise the one who puts them down loses.

Games. Map #6

"Squatting Fight"

Task: development of balance, sense of distance

Location: playground with a circle

At the signal of the leader, each in a pair pushes his palms into the palms of the opponent, thereby forcing him to lose balance. Who fell, he lost.

(you can allow to make deceptive movements - imitating a blow, remove your hands or jump to the side without changing position).

If there are not many players, they just play in pairs. In this case, at the end of the pair competition, there is a competition between the winners.

Each time the number of players is halved. Play until one player remains.

    the players are divided into two teams;

    a circle is drawn on the ground;

    teenagers and seniors play;

    the winner is the player who won all the matches.

    You can start pushing out only on a signal. The player who started earlier is considered the loser;

    You can only take your opponent off balance by hitting your palms against your palms. If a player unbalances an opponent by pushing him into the body with his palm, then he is considered a loser;

    a player who has lost his balance or is pushed out of the circle is considered the loser.

Games. Map #7

""ball on the floor""

Task: education of speed of reaction, development of attention

Location: any

Two players stand in the middle of the circle. Those standing in a circle fall to one or two knees. They have a volleyball. Drivers turn to face the ball.


Circle Players

At the signal of the leader, the players begin to roll the ball across the floor, trying to hit the feet of the drivers. Drivers run from the ball in a circle, bounce to escape from it. If one of the players manages to hit the ball at the feet of the driver, he takes his place, and the former driver becomes in a circle.

Those who have never been drivers win. The first drivers are not considered losers;

game for lower grades(7-9 years old).

    the game starts on a signal;

    the driver, salted on the legs, immediately goes to the place of the one who salted him;

    salting can be no higher than the knees;

    the first driver is not considered a loser.

Games. Map #8

"" Passing balls in columns ""

Task: education of speed of reaction, attention

Inventory: ball

Location: any site

On a signal, the players in front pass the ball over their heads to those behind them. Those in the same way pass the ball from behind to those standing. Each time the last player in the column, having received the ball, runs to the right of the column to the leader, and then becomes the first in his column. The team of the one who brings the ball before the others gets the winning point. Then, also on a signal, they begin to pass the ball in columns. And so they play until all the participants visit the end of the columns and deliver the ball to the leader.

Options:

    the ball can be passed under the feet with legs wide apart;

    possible through the sides;

    can be alternated (passing overhead and underfoot; left and right);

    players may not run to the leader, but immediately become the first in their column and continue to pass the ball in the same way.

    the game starts only at the signal of the leader;

    you can pass the ball over your head, and not in another way;

    dropping the ball must pick it up, stand in place and continue the game.

    Penalty points are awarded for each violation.

Games. Map #9

""Relay race of animals""

Task: education of speed of reaction, attention, development of speed

Inventory: clubs, racks

Location: playground 30-40m


Players in teams take the names of animals. Everyone remembers what animal he depicts. A starting line is drawn in front of the players in front. In front of each column at a distance of about 10-20 m is placed on a mace or on a rack. A finish line is drawn at a distance of 2 m from the start.

The leader loudly names any animal. Players who have taken the name of this beast run forward, run around the object standing in front of them and return back. The one who returns to his team first wins a point for it. The head calls the animals randomly, at his discretion. Some may be called twice. Each time the players who come running take their places in the team. The game is played for 5-10 minutes, after which points are counted.

The team with the most points wins;

Options:

If the room does not allow running around any objects, it is possible for the players to run around their column (team) from a certain side.

    if both players come running at the same time, no points are awarded to either team;

    if the player does not reach the final point, his partner from the other team earns a point.

Games. Map #10

""Call numbers""

Task: education of attention, speed of reaction

Location: any

The head calls the players by numbers, alternating them at his discretion. Each time the first player to reach the finish line scores a winning point.

(see card number 9)

    If the room allows and there are few players, you can build them in two lines facing the same direction on the same line.

    The team with the most victory points wins.

    if the players are in ranks, then they can be put in a high or low start position, and from this position they must run out when called by the leader;

    if a player breaks the rules, a point is deducted from his team. This rule is recommended to be applied starting from grade 3, when students become familiar with the low start.

Games. Map #11

"Cones, acorns, nuts"

Task: education of speed of reaction

Location: any

On a signal, the driver says loudly, for example: "Nuts". All players, called "nuts", must change places, and the driver seeks to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says ""acorns"," the second ones in threes change places, if "bumps" - the first ones in threes. When the game is mastered, the driver can call two or even three players in threes, for example: "bumps, nuts"". The summoned must also switch places.

Players who have never been drivers win.

    called are forbidden to remain in place.

    players cannot run to any other three (otherwise the player becomes the leader).

Games. Map #12

"Hunters and Ducks"

Task: development of dexterity

Inventory: volleyball

Location: level ground


playing - "ducks"

Players - "hunters"

On a signal, ""hunters"" begin to knock out ""ducks"" from the circle. Each player can throw the ball himself or pass the ball for a throw to a teammate. "Ducks", running inside the circle, escape from the ball, dodging and bouncing. The padded "duck" leaves the circle. The game ends when there are no "ducks" left in the circle, after which the players switch roles.

The team that manages to shoot the ducks in less time wins.

The head can set the time of the game for throwing the ball into "ducks". Then the result is summed up by the number of "ducks" knocked out during this time.

    during the throw of the ball it is forbidden to step over the line.

    those in the circle are not allowed to catch the ball with their hands.

    players are not considered out if the ball hit them after the bounce.

    cannot be thrown in the face.

Games. Map #13

"" Relay race with elements of balance ""

Task: developing a sense of balance

Location: sport. hall

Team players

Bench

On a signal, the head players run along the rail, run up to the wall and, touching it with their hand, come back. The second player runs forward when the returning player touches his hand. The one who completes the task stands at the end of the column.

The team whose players finish the relay the fastest wins.

    the run starts at the signal.

    players are required to run along the rail of the bench.

    Penalty points are given for each violation.

Games. Map #14

""Call""

Task: educating the speed of reaction

Location: playground 25-30m

Lines of cities are drawn on two opposite sides of the site at a distance of 18-20 m. The players are divided into two equal teams, in each of which captains are chosen.

The captain of the starting team sends any player to the city of the other team. Its participants extend their right arms forward with palms up, bending their elbows. The last player challenges any member of the opposing team to compete. He touches the palms of the players three times, counting loudly "one, two, three!". The one whom he touches for the third time must smack the caller. Everyone as quickly as possible to run away to his home. If the called one managed to catch the opponent to the city line, then the latter goes into captivity and stands behind the back of the one who has put on the back. If the player is not caught, then, on the contrary, the called player becomes a prisoner. Then the captain of the other team sends the player to the challenge. It operates in the same way as its predecessor.

The team wins, in which at the end of the set time (8-15 minutes) there will be more prisoners, or the team that took all the enemy players into captivity.

    the driver, calling the players, counts loudly.

    he can touch any of them each time.

    you can only touch with your right hand and only stretch your right hand forward (you can’t lower it at the moment of touching)

    if the captain himself was captured, he is replaced by one of the team players.

    if a player is summoned and captured, behind whom there is one or more prisoners, then he himself becomes a prisoner, and his prisoners return to their team. Thus, the number of players in teams changes all the time.

Games. Map #15

""Offensive""

Task: education of speed of reaction

Location: level ground

The leader invites the "Spartak" team to join hands and, at his signal, march towards the "Zenith" team. When the players are at a distance of three or four steps, the teacher blows a whistle, the players of the advancing team turn around and quickly run away from their home, and the players of the opposite team try to catch up and overpower as many opponents as possible. Those caught are counted and they continue to play for their team. Then, at the direction of the leader, the “zenith” players attack, and those standing opposite catch them.

The game is repeated several times. At the end of the game, they count how many pissed-off players are on the account of each team. Those who were not caught and pissed off more than the rest are noted.

The team that knocks down more players for an equal number of runs wins.

    You can run away and catch up only on a signal.

    each team attacks the same number of times and catches the enemy only up to the line.

    you can offer the players to take different starting positions: the attackers put their hands on each other's shoulders, hold hands, join their hands crosswise, etc.

    waiting, can stand with their backs, sideways, sit, take a low start position.

Games. Map #16

"Circle Relay"

Task: development of speed qualities

Location: level ground

Players on opposite teams

At the signal of the leader, those players who have a baton in their hands run in a circle (on its outer side) past the rest of the "spokes" to their spokes and pass the baton to the player waiting from the edge, after which they stand at the other end of their line (closer to the center). All players take a half step from the center. The one who received the baton also runs around the circle and passes it to the third number, etc. When the one who started the game is on the edge and an object is brought to him, he raises it up, announcing the end of the game by his team.

The team that finishes the relay first wins.

The relay race can be carried out with the dribbling of a basketball.

    while running, it is forbidden to touch standing players, and those - to interfere with the players making dashes.

    Penalty points are awarded for violations of the rules.

Games. Map #17

""Lizard""

Task: development of dexterity, attention

Inventory: volleyball

Location: any site

Circle Players

Players around the circle

At the signal of the leader, the players who form a circle throw the ball to each other, trying to knock out the last player in the column with a direct hit. The knocked out player is out of the game.

    After 5-8 minutes, the teams change roles.

    The team that knocks out more players in a set time wins.

    it is not allowed to twist the spiral (hiding the latter)

    headshots do not count

    hit from the rebound from the floor does not count

Games. Map #18

"Moving Target"

Task: development of speed of reaction, dexterity

Inventory: volleyball

Location: any site


Circle Players

driving

At the signal of the leader, the children try to hit the driver with a volleyball with a direct hit, from which the driver, running inside the circle, dodges.

    The game can be played in two or three circles.

    throwers are not allowed to step over the line during the game

    hitting a player after the ball bounces off the ground does not count

    if the driver managed to catch the ball, he is not out of the game

    headshots do not count.

Games. Map #19

""Wheel""

Task: development of speed qualities, speed of reaction

Location: any site

Each group becomes in a column facing the center, all the columns are arranged like the spokes of a wheel. The driver is in the center.

At the command of the leader, the driver runs around the wheel, stops near any spoke and touches the shoulder of the last standing player with his hand. He passes this touch to the person in front, he - further to the center, etc. The one standing in the column first, feeling the touch, says loudly "Hop!" and runs to the right (or left), running around all the spokes of the wheel from the outside. All players in the column, including the leader, run after him, trying to overtake each other along the way. It is important not to be the last one when the needle returns to its original place. The one who is the last one goes to drive. He can challenge the players of another column to a running competition.

    the game lasts 8-10 minutes

    Those who have never been drivers win.

    running around the spokes is prohibited from running through standing players.

    the latter cannot be prevented from running.

    the guide cannot change the direction of the run on the move.

    the "Hop!" command is mandatory.

Games. Map #20

""Who is faster?""

Task: speed development

Location: playground 50m

The players of the next pair stand on the front lines from different sides of the site (20 m from its center line).

At the leader's signal "March!" they run towards each other, keeping to the right side, and strive to cross the line as quickly as possible. The first person to do so earns a point for their team. Then the next pair starts, and so on.

The team with the most points wins.

    You can start from different positions.

    after the run, the player returns to his team.

Games. Map #21

"Relay with sticks and jumps"

Task: development of jumping ability, speed qualities

Location: playground 20-30 m

At the signal of the leader, the first numbers run to the mace (stuffed ball) installed at 12-15 m, run around it and, returning to their columns, pass the stick at one end to the second numbers. Holding on to the ends of the stick, both players hold it under the feet of the players, moving towards the end of the column. Everyone jumps over a stick, pushing with two legs. The first player remains at the end of his column, and the second runs to the bar, goes around it and carries the stick under the feet of those playing with the third number, etc. The game ends as soon as all participants run with a stick. When the starting player is again the first in the column and a stick is brought to him, he raises it up.

The team whose players completed the task first without making mistakes wins.

    it is forbidden to let go of the ends of the stick when it is carried underfoot

    it is forbidden to drop the stick

    all players are required to jump over the stick.

Games. Map #22

"Obstacle Course Relay"

Task: depending on obstacles (development of dexterity, jumping ability, balance)

Inventory: benches, barriers, gymnastic horse (goat), etc.

Location: sports/gym

On a signal, the head players of both teams run forward, overcome the obstacle and return back, bypassing these obstacles. The one who came running, touching the hand of the next player, stands at the end of the column.

For the relay, benches, barriers, a horse, a goat, etc.

    The game ends when all team members complete the task. Head player raises his hand

    the team whose players are more dexterous and clearly overcome all obstacles wins

Games. Map #23

"Overtake the ball"

Task: development of speed of reaction, dexterity, speed

Inventory: volleyball

Venue: any

Circle Players

driving

On a signal, you need to quickly pass the ball in a circle. The driver runs in a circle in the same direction where the ball is being passed and tries to overtake him before the ball hits the player who started the pass.

The game lasts 10-15 minutes.

    the ball must be in the hands of each player

    if the driver managed to overtake the ball, then a new driver is assigned, and if it failed, then the attempt is repeated.

Games. Map #24

"The Salka and the Ball"

Task: development of dexterity, speed of reaction, fostering a sense of collectivism

Inventory: basketball

Location: any flat ground

The players run around the court and, escaping from the pursuit of the driver, pass the basketball to each other. The task is to eventually send the ball to the player who is being overtaken by the driver, since the player with the ball cannot be kicked.

The game lasts 8-10 minutes

1. during the game, the driver is allowed to salute the ball on the fly, intercepting it. If he manages to do this, he is replaced by the player responsible for the loss of the ball.

Games. Map #25

""Fight for the ball""

Task: development of dexterity, a sense of collectivism

Inventory: volleyball/basketball

Location: any site

The team in possession of the ball tries to skillfully maneuver to make ten passes in a row between its players without giving the ball to the opponent.

    Game duration 10-15

    The team with the most points scored during that time wins.

    if the ball is intercepted by an opponent, then the accumulated number of passes is canceled and a new score of passes is kept

    if the ball is kicked over the sideline by the opponent, the ball is thrown in from behind the sideline with the continuation of the count of passes.

Games. Map #26

""ball to the neighbor""

Task:

Inventory: volleyball

Location:

Rules

Players stand in a circle at a distance of one step from each other. The driver is behind the circle. One of the players has a volleyball.

Circle Players

driving

On a signal, the players pass the ball from one to the other. The driver, running in a circle, tries to touch the ball with his hand. If he succeeds, the driver is replaced by the one who had the ball in his hands.

    game duration 8-10 minutes

    participants who were not driving win.

    the player changes with the leader if he allows the ball to be fired.

    the driver is prohibited from running around the circle to push the rest of the players.

Games. Map #27

""Kick ball in a circle""

Task: development of reaction speed

Inventory: soccer ball

Location: any

Circle Players

driving

The driver, kicking the ball, seeks to knock it out of the circle. Players standing in a circle hold it with their feet, pass it to each other, preventing the ball from flying out of the circle.

If the driver managed to take the ball away and knock it out of the circle, but his place is taken by the player who missed the ball on his right side. Each player tries to protect the gap between himself and the neighbor on the right.

The game lasts 10-15 minutes

    the ball is considered to have flown out only if it has flown no higher than the knee of the players.

    hand holding the ball is not allowed

Games. Map #28

"Two balls over the net"

Task: development of speed-strength qualities, speed of reaction

Inventory: volleyballs

Location: Volleyball Court


Team players

Team players

At the whistle of the leader, the teams throw the balls over the net to the opponent's side. The transfer of balls continues until two balls are on the same side at the same time. The whistle is blown, play stops and the team with two balls on their side loses one point to the other team. The balls are returned to the teams and again (on a signal) their transfer begins.

    the game is played on the volleyball court

    instead of a volleyball net, a rope with attached ribbons can be stretched

    The first team to score 10 points wins.

Options:

Can be played with more balls

    the ball must not fly under the net

    the ball must not fall outside the opponent's court

    both balls must not be on the opponent's side at the same time

    if the balls collided in the air when serving, the players repeat the service of the balls

    if the players throw the ball over the net before the whistle, his team loses the point

    For each violation of the rules, the team receives penalty points.

Games. Map #29

"Relay with dribbling and throwing the ball into the basket"

Task:

Inventory: basketballs

Location: basketball court


Team players

At the command of the leader "Attention, march!", the first players run forward, dribble the ball with hits on the ground (floor), run to the shields on the opposite side, hit the balls on the shield or throw the ball into the basket, come back, dribble the ball also hitting the ground to the middle of the field, from where they throw it to the next player. The next players in the teams go to the starting line (near the end line) and, having caught the ball, perform the same task. The game continues until all players have completed the set task.

    the game is played on the basketball court

    the team that finishes the game faster, makes fewer mistakes or does not have them at all, wins

    if the team finished the game later, but made significantly fewer mistakes, then it is considered the winner.

    the first players are not allowed to start before the signal, and the subsequent players are not allowed to start before catching the ball from the previous one

    you can’t run with the ball, it should be driven by hitting the ground

    if it is necessary to hit the ball into the basket, then the player has no right to run back until he completes this task; maybe he'll have to make some throws

    returning back, the player can throw the ball to the player of his team only from the established place

    for each violation of the rules, the team receives a penalty point

Games. Map #30

""Rush for the ball""

Task: development of speed of reaction, attention

Inventory: stuffed ball weighing 3-5 kg

Location: any flat ground


Calling any number, the leader throws the ball forward as far as possible. Players with this number run towards the ball. Whoever touches the ball with his hand first, he brings the team a point. After that, the ball is returned to the manager, who throws it again, calling a new number, and so on.

    the game lasts 5-8 minutes;

    the team with the most points is considered the winner.

    you can start running from a high or low start (by agreement

    if two players touch the ball at the same time, each team gets a point.

Games. Map #31

""Be able to catch up""

Task:

Location: stadium, arena

At the signal, all players start running. The task of everyone is not to let the one running behind catch up with him, and at the same time touch the one running in front with his hand.

    play up to 20 people

    if the game is played in the hall, then turntables are installed not far from its corners, which can only be run around from the outside. Number of participants - up to 10 people

    Boys and girls compete separately

    For grades 10-11

    the salted ones drop out of the fight and go to the middle of the running circle. The rest keep on running

    the game can be ended when the three most enduring athletes remain on the treadmill. There may be a single winner

Games. Map #32

""Basketball with an inflatable ball""

Task: develop jumping ability

Inventory: inflatable ball

Location: basketball court

The leader throws an inflatable ball between the captains, after which he gets to one of the teams. Its players, bouncing and knocking the ball with their hands, pass it to each other. When the ball touches the backboard, the team scores a point. After the goal is reached, the ball is played again in the center of the court between the captains or the players they designate.

    If you play with an inflatable ball, then two or three of the same balls must be kept in stock. They can replace a broken ball.

    The game lasts 10 minutes with a change of sides of the court after the first 5 minutes of the game.

    The team with the most points wins

    while jumping, it is not allowed to push other players away, as well as to run with the ball in their hands

    for violation the ball is transferred to another team, for a secondary violation the player is sent off the court for 1 minute without the right to replace

Games. Map #33

"Penguin Run"

Task:

Inventory: volleyballs or medicine balls, poles or maces

Location: any


At the signal of the head in the position of the ball between the legs, the players must run around the rack (mace, stuffed ball) and go back, passing the ball with their hands to the second number of their team. Participants who have completed the run, stand at the end of the column.

The team that manages to complete the relay faster and without errors wins.

    be sure to touch the stuffed ball with your foot

Games. Map #34

"Race with the ball"

Task: development of speed of reaction, attention

Inventory: volleyball/basketball

Location: basketball court


The leader throws the ball at the shield and calls any number. Both players with this number run forward and try to take possession of the ball. The one who succeeded, makes the transfer to the last player of his team, who passes him further down the line (from hand to hand or by hitting the ground). The player who failed to take possession of the ball runs around the players of his line on the left side, trying to overtake the ball, which is passed by the players of the other team. If the running player finishes at the end of the line before the ball, then a point is awarded to his team. The other team also gets a point for the fact that its player took possession of the ball after throwing the backboard. If the finish was crossed first by the ball, then the team counts two points. The manager then calls other numbers. The players who took part in the fight for the ball take their places again.

The team with the most points wins.

    the game starts at the signal of the leader

    the player who lost the ball must return to his place and continue passing

    you can only pass the ball to a player of your team in the specified way

Games. Map #35

"Shootout Volleyball"

Task:

Inventory: volleyball

Location: Volleyball Court

At the signal of the leader, the game of volleyball begins. When the referee fixes the third error in one of the teams, the player who made it is out. The team left in the minority serves the ball to the opponent's side, resuming the game. If during the game the team makes another mistake (the sixth violation), then one more player is forfeited, and so on. When both sides have suffered "losses", the game continues, but the team that made the next, third mistake decides (based on tactical considerations) whether to remove its next player from the field or remain in the same line-up, but allow the player to return to the court opposite team.

    The game consists of 3-5 games, each ends when the last player of one of the teams leaves the court.

    The team that wins the most games wins.

    You can limit the games by time (12-15 minutes) and determine the winner in each of them by the largest number of remaining players.

    errors are fixed according to volleyball rules

    after the participant leaves the game, the command that made a mistake is given

    Participants return to the game in the order in which they were eliminated.

    players in teams take turns serving, moving clockwise on the court (as in volleyball).

Games. Map #36

"Kick and head through the net"

Task:

Inventory: soccer ball

Location: Volleyball Court

The team with the fewest penalty points wins.

    the score in the game is kept according to volleyball rules

    it is forbidden to hit the ball twice by one player, touch the ball with his hands, hit the wall (beyond the line limiting the area) or under the net.

Games. Map #37

""At the bear in the forest""

Task: development of speech, speed of reaction, attention

Inventory: -

Location: large playground

At the leader's signal, the children approach the "bear's lair" and begin to make movements that imitate the picking of berries and mushrooms, and at the same time they all say together:

At the bear in the forest

Mushrooms - I take berries,

And the bear sits

growls at me

When the children say the last word - "" growls "", "" bear "" jumps out of the den with a growl and tries to catch someone. Caught he takes to the lair.

The game ends when three or four guys remain uncaptured, and they become the winners.

    the game starts at the signal of the leader

    the driver can run out of the "lair" only when the last word of the recitative is spoken.

Games. Map #38

""Carousel""

Task: development of speech, speed of reaction

Inventory: skipping rope

Location: any flat ground

The guys pick it up from the ground and, holding on to it with their right (or left) hand, walk in a circle with the words:

Barely, barely, barely

Carousels spun, and then around,

And then around and around

All run, run, run.

Children move slowly at first, and after the words "running" run. At the leader's command "turn" they quickly take the rope with the other hand and run in the opposite direction:

Hush, hush, don't rush

Stop the carousel.

One and two, one and two

So the game is over!

The movement of the "carousel" gradually slows down and stops with the last words. The players put the rope on the ground and scatter around the site. On a signal, they rush to board the "carousel" again, i.e. grab the rope with your hand, and the game resumes. You can take places on the carousel only until the third bell (clap). A latecomer to the "carousel" does not ride and is eliminated from the game.

The winners are those guys who will remain on the "carousel" for several repetitions of the game.

    marks are made on the rope with a number three less than the total number of participants.

    when landing in the carousel, children must grab the tag

    who does not get the label, he is out of the game

Games. Map #39

"Three Movements"

Task: develop attention

Inventory:

Location: any

The leader shows three movements. First: arms bend at the elbows, hands at shoulder level; second: raises hands forward at shoulder level; third: hands up. Shows one movement, while he calls the number of another. The players must perform those movements that correspond to the named number, and not those that the leader shows.

    The one with the fewest penalty points wins.

    Can you think of more moves?

Older children can be removed for each mistake - the one who remains last (the most attentive) wins.

    perform only those movements that correspond to the named number

    for each mistake the player receives a penalty point

Games. Map #40

""Hurry up to take a seat""

Task:

Inventory:

Location:

At the command of the leader, the driver loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. Left without a seat goes to drive.

The one who has never been a driver wins

    the game starts at the signal of the leader

    the numbers assigned to the participants at the beginning of the game must not change when one or another of them temporarily becomes the leader

Games. Map #41

"Who has a long tail"

Task: development of attention

Inventory:

Location: any

The leader names the animals, for example: horse (long), goat (short), cow (long), fox (long), hare (short), sheep (short), tiger (long), cat (long), bear (short), pig (short), donkey (long), squirrel (long) The leader raises his hand in all cases.

The winner is the one who scored less penalty points during the game.

    the game starts at the signal of the leader

    kids who make mistakes don't drop out of the game

Games. Map #42

""ball average""

Task: develop responsiveness, honesty

Inventory: volleyball balls

Location: any site

At the signal of the leader, the driver throws the ball to one of the players and, having received it back, throws it to another participant. So the drivers throw the ball in a row to all the children and, having received it from the last one, raises the ball up.

    The team whose driver does it first wins.

    The game is repeated several times, with the change of drivers.

    the game starts at the signal of the leader

    no players to skip

    the ball can only be passed in the above way

Games. Map #43

"" Passed - sit down ""

Task: develop speed of reaction

Inventory: volleyballs

Location: any

On a signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then the third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player of his column, the captain raises it up, and all the players of his team jump up.

The team whose players complete the task faster and whose captain lifts the ball up wins.

    the game starts at the signal of the leader

    if during the game the player drops the ball, he must pick it up and throw it to the captain, having previously stood in his place

Games. Map #44

""Falling Stick""

Task: development of reaction speed

Inventory: 1-2 gymnastic sticks

Location: any

The driver, holding the stick by the upper end, loudly calls a number and releases the stick. The player with the named number must jump up and grab the stick before it falls into place, and the driver continues to drive. If he does not catch the stick, then become the leader, and the former leader goes into the circle to his place.

The winner is the one who has never been a driver (with the exception of the first driver).

    the driver does not have the right to let go of the end of the stick before he calls someone's number. If he makes this mistake, he must replay

    players should not interfere with each other

    if any of the players was prevented from running out to the stick and because of this he was unable to grab it until it touched the floor, then the player remains in place, and the driver continues the game.

Games. Map #45

"Flying Ball"

Task: develop speed of reaction

Inventory: 1-2 volleyballs

Location: any site

The driver, throwing the ball, beats it off to any player. He beats it with brushes (as in volleyball) to one of the players or the driver, who, in turn, passes the ball to another player in the same way, the goal of the game is to prevent the ball from touching the ground, keeping it in the air as long as possible. As soon as the ball touches the ground, the player who caused the ball to fall to the ground takes the place of the driver. The former driver takes his place in the circle. A player who touches the ball 2-3 times in a row also takes the place of the driver.

    the game continues for the set time

    the best players are those who have never been driving

Option 2. In this game, you can count how many times the players managed to hit the ball in the air without letting it touch the sand.

Option 3. You can hold a competition between the players, dividing them into two groups. The group that keeps the ball in the air the longest wins. Play 3 times.

Option 4. You can set a time to play and consider the winning team to be the one with the fewest ball drops or other rule infractions. If such a mistake is made, then the offender goes to drive; if you count points for each hit of the ball, then the score starts over.

    The game starts at the signal of the leader.

    you cannot hit the ball more than once in a row

    the ball hit from the circle can be saved if you hit it from the circle without letting it fall to the ground

    the ball is allowed to hit with a brush, head, shoulder.

Games. Map #46

"Who will overtake?"

Task: development of jumping ability

Inventory: -

Location: sport. hall

The task of the teams is, at the signal of the teacher, jumping on one leg, to reach the line drawn in front of them ten steps away. The teams then turn and jump into reverse side

The team that reaches the border first wins. The game can be made more difficult. Having given the task to jump on one leg, and hold the other, bending, by the ankle joint.

    can't stand on both feet

    players must not unhook their hands

    in case of violation of the rules, the team loses

Games. Map #47

""Day and night""

Task: developing a sense of distance

Inventory: -

Location: large playground, sports. hall

The teacher suddenly says the name of one of the teams, for example ""Day!"" the players of this team quickly run away to their house, and the other team catches up and stains them. Salted players are counted (their number is recorded) and released to their team. Everyone gets back to their original places, and the teacher calls the team again. It is important that there is no strict alternation, then the players do not know which team will be named, and therefore are extremely careful. Before the signal, the leader, in order to divert the attention of the players, may offer them to perform various exercises (changing hand positions, jumping or stepping in place, etc.). The game is played several times, after which it is calculated how many players are caught in each team for the same number of runs (for three or four).

The team with the most players wins.

    players are only allowed to tuck up to the line of the house

    the rest continue to participate in the game

    during the run, one participant can salute not only the person opposite, but also his neighbors.

Games. Map #48

""Take a free mate""

Task: develop speed of reaction

Inventory: mats

Location: sport. hall

The task of the player without a checkmate is to take a free checkmate after the signal and the beginning of the game. The rest of the players interfere with this by performing a somersault from mat to mat. When the driver manages to run into a free mat, his place is taken by a player who did not have time to do a somersault and allowed the driver to take the mat.

    The game lasts several minutes.

    The most attentive and fastest player who has never been a driver is noted.

    the game starts at the signal of the leader

    it is forbidden to push

Games. Map #49

""Musical tags""

Task: education of honesty, sense of rhythm

Inventory: piano

Location: sport. hall

According to the condition of the game, both the runners and the driver must obey the musical rhythm and tempo, stretching or speeding up the steps. The nature of the music changes during the game. If the evader does not obey the rhythm of the music, the leader can change the roles.

The most honest children are marked. And those who have never been pissed off.

    the driver, who taunted the player against the rules, continues to drive

    if the tag touched the player, following the rules, then the new driver is allowed to enter the game.

Games. Map #50

""Empty place""

Task: development of speed-strength qualities

Inventory: -

Location: any

On a signal, the driver runs in a circle (from the outside), touches one of the players, and then runs in the opposite direction. Called to the competition rushes in the opposite direction. Having met, the players greet each other by shaking hands. Continuing to run, they strive to take a free place in the circle. The one that comes running second continues to drive.

    The game lasts 5-8 minutes

    The winner is the player who, after this time, has not been in the role of a driver, i.e. ranks first

    the game starts at the signal of the leader

    players are not allowed to take shortcuts through the circle

    you have to shake hands

The name of the game is "Brother Rabbit, Brother Fox". Venue: small hall or any venue.

Contingent,

age of the players: 1-4 classes. Inventory: not required.

Tasks to be solved

during the game: this game develops: speed, dexterity, reaction.

Scheme, drawing

Preparing for the game

Game description

the teacher chooses four leaders - these are “wolves”, the rest of the participants are “swift deer”. “Wolves” are divided into two groups: two “wolves” are “beaters”, the other two are in “ambush”

At the signal of the teacher, the “deer” run away from the “wolves” to the other side of the site. "Beater wolves" catch "deer" throughout the site, and "wolves in ambush" - only on the middle line of the hall. After each run, the number of “deer” caught is counted, after which they can again take their place on the site. Game continues.

 the number of runs and "wolves" depends on the size of the site and the number of participants in the game;

 “wolves” are selected from those participants who were not tagged;

Name of the game: “Bouncers squared” Venue: sports hall, any lined area.

Contingent,

age of the players: 1-4 classes. Equipment: volleyball. Tasks to be solved

during the game: this game develops: dexterity, thinking, reaction.

Educational card for an outdoor game

Name of the game: "Jugglers" Venue: Gym or any venue. .Contingent,

age of the players: 1-4 classes. Equipment: small balls.

Tasks to be solved

during the game: this game develops: attention, reaction.

Scheme, drawing

Preparing for the game

Game description

participants with small balls in their hands are located throughout the hall.

At the command of the teacher, the children perform tossing and catching the ball: with one hand, with two, transferring from hand to hand, etc. The participant(s) who stays on the court the longest wins.

the player who dropped the ball sits on the bench or goes “behind the scenes” (a part of the hall specially designated for this), and continues to perform exercises with the ball there.

Educational card for an outdoor game

Name of the game: "Swift Team". Venue: Sports Hall.

Contingent,

age of the players: 1-4 classes. Inventory: stands.

Tasks to be solved

during the game: this game develops speed, endurance.

Scheme, drawing

Preparing for the game

Game description

two teams are located on the volleyball court, each on its own side. Participants are built in a column or line. On each side of the court there are posts, one or two in each of the areas of the volleyball court, total racks corresponds to the number of players in the team.

Each member of the team knows to which zone he should move on the signal. The participant must run to the counter and return back. The first team to line up at the start line wins. The start line, as well as the location of the team on it, can be changed. It is also possible that participants perform certain exercises near the counter. In addition, at each stage of the game, players change zones.

Elena Kiseleva
How to make a card index of outdoor games for preschoolers

Preschool age is one of the most important periods in a person's life.

At this age, the child lays the foundations of health, longevity and comprehensive motor fitness (Nabatnikova M. Ya., 1982; Thaler L. Ya., 1989; Guskov S. I., Dyagtereva E. I., 1996; Nemsrovsky V. M. , 2000; Gorskaya I. Yu., 2008 and others).

E. A. Pokrovsky notes: “Many of the peoples famous for the perfection of their physical and spiritual development, did not do systematic gymnastics at all, but, on the contrary, they had games in the foreground.

educators preschool institutions always run in kindergarten outdoor games. However, most often these games do not quite correspond to the age capabilities of children and do not fully contribute to their physical development.

In addition, sometimes educators do not suggest options for complicating already learned

outdoor games - this reduces the interest of children in the game itself and the development functionality child's body.

It greatly facilitates the work of the educator by creating a card file of outdoor games for each age group (at the end of these materials an example of filling out a card is given

such a filing cabinet).

in accordance with age.

I propose to pay attention to the programs corresponding to GEF DO:

PROGRAM OF EDUCATION AND TRAINING IN KINDERGARTEN, edited by M. A.

Vasilyeva, V. V. Gerbova, T. S. Komarova, (M. Mosaic-Synthesis 2015 - section

Physical culture in each age group);

The program "From birth to school" edited by Veraksa N. E.

(2015 - Appendix No. 7)

Game examples

Preparatory group.

With running. Pick it up quick, put it down quick, change item, trap,

take the tape, Owl, Whose link will soon gather, Who will soon roll the hoop to the flag, Blind Man's Bluff, Two Frosts, Catch up with your pair, Paints, Burners, Kite and mother hen.

With jumps. Frogs and heron, Don't get caught, Wolf in the ditch.

With throwing and catching.“Who was named, he catches the ball”, “Stop”, “Who is the most

well-aimed?", "Hunters and animals", "Traps with a ball".

With crawling and climbing."Flight of birds", "Catching monkeys".

Relays. "Funny competitions", "Obstacle track".

With elements of competition. “Who will run faster through obstacles to

flag?”, “Which team will throw more balls into the basket?”.

Folk games."Burn, burn brightly!", Lapta.

Senior group

With running."Traps", "Corners", "Pairs", "Mousetrap", "We are funny

guys", "Geese-swans", "Make a figure", "Crucians and pike", "Running",

"Cunning Fox", "Oncoming Runs", "Empty Place", "Entertainers",

"Homeless Bunny"

With jumps. “Don’t stay on the floor”, “Who will jump better?”, “Fishing rod”, “S

bumps on bumps”, “Who will make fewer jumps?”, “Classes”.

With climbing and crawling.“Who will get to the flag sooner?”, “The bear and the bees”,

"Firefighters in training".

With throwing."Hunters and Hares", "Drop the Flag", "Get in the Hoop", "Kick the Ball",

“Knock down the skittle”, “The ball to the driver”, “School of the ball”, “Serso”. Relays. "Relay race in pairs",

“Pass the ball without hitting the pin”, “Throw the ball into the ring”, “Obstacle track”.

With elements of competition.“Who is more likely to crawl through the hoop to the flag?”,

“Who is faster?”, “Who is higher?”.

Folk games."Burn, burn bright!" and etc.

middle group

With running. Airplanes, Colored cars, At the bear's forest, Bird and cat,

Find a mate, Horses, Ring a rattle, Stray Bunny, Traps.

With jumps. Hares and a wolf, a fox in a chicken coop, a gray hare washes.

With crawling and climbing. Shepherd and flock, Flight of birds, Kittens and puppies.

With throwing and catching. Throw - catch, Knock down the mace, Ball through the net.

On orientation in space, on attention. Find where it's hidden

Find and keep silent, Who left, hide and seek.

Folk games. At the bear in the forest, etc.

Second junior group

With running. “Run to me!”, “Birds and chicks”, “Mice and a cat”, “Run

to the flag!”, “Find your color”, “Tram”, “Train”, “Shaggy dog”,

"Birds in their nests".

With jumps.“On a flat path”, “Catch a mosquito”, “Sparrows and

cat”, “From bump to bump”.

With crawling and climbing. "The mother hen and chickens", "Mice in the pantry",

"Rabbits".

With throwing and catching.“Who will throw the bag further”, “Get in the circle”,

"Knock down the skittle", "Take care of the object."

For orientation in space. "Find your place", "Guess who and where

screaming”, “Find what is hidden”.

EXAMPLE of filling out a mobile game card

jumping for kids middle group Preschool educational institution, the content of which corresponds to the recommendations of the program "From birth to school" edited by Veraksa N. E. (2015).

"FOX IN THE CHICKEN COOP"

Tasks: Exercise in deep jumps at a distance of 20-25 cm. To develop in children dexterity and the ability to perform movement on a signal, exercise in dodging.

Description: A chicken coop is outlined on one side of the site. In the chicken coop on the perch (on the benches) there are chickens, the children stand on the benches. On the other side of the site is a fox hole. The rest of the place is a yard. One of the players is appointed as a fox, the rest of the chickens - they walk and run around the yard, peck grains, flap their wings. At the signal of the “Fox”, the chickens run away into the chicken coop, climb onto the perch, and the fox tries to drag the chicken that did not have time to climb the perch. He takes her to his hole. The hens jump off the perch and play resumes.

Rules: A fox can catch chickens, and chickens can climb a perch only at the signal of the teacher "Fox!".

Signals:CHENS TO THE YARD - to enter the playground; FOX - to return chickens to the roost.

Options: 1-Increase the number of traps - two foxes.

2-Chickens climb higher on the gymnastic wall.

Related publications:

Booklet "How to make a family tree of your family" (for parents) Happy is he who is happy at home. /L. N. Tolstoy / A family tree or genealogical tree (tree) is called a graphical scheme of the genus.

Formation of safe behavior of older preschoolers through outdoor games Formation of safe behavior of older preschoolers through outdoor games “It seems to adults that children do not care about their health:.

Formation of jumping skills of younger preschoolers by means of outdoor games Abstract: the article reveals the possibilities of outdoor games in the context of the formation of the jumping skill of preschoolers by means of outdoor games. Key.

How to dress your child in autumn? Autumn is characterized by temperature fluctuations, then it freezes, then it rains, then the bright sun creates such heat in the air that the temperature does not differ.

Synopsis of physical leisure in the form of outdoor games for children of the younger group at the end of the year "Evening of outdoor games" OBJECTIVES: continue to practice motor skills in games. Exercise in walking, running in all directions, in the ability to find a pair in the game on a signal.

Advice for parents "How to choose the right toy for preschool children!""HOW TO CHOOSE THE RIGHT TOY FOR A PRESCHOOL CHILD" Today, the huge choice on the market leads parents astray.

Organization of outdoor games for a walk as a means of physical education of preschoolers Physical education of preschool children is a system of applying pedagogical measures and means of physical culture with the aim of harmonious physical education.

Report on the work of the association of preschoolers for the correction of sound pronunciation "Speak correctly" Report on the work of the association of children on the correction of the sound pronunciation "Speak correctly" additional educational activities for development.

Development of a system of didactic outdoor games in the process of mathematical education of preschoolers Relevance of use math games V various types activity is determined by its significance in a more solid and meaningful assimilation.

The effectiveness of the influence of outdoor games on increasing motor activity and improving the health of older preschoolers Slide 1 "The effectiveness of the influence of outdoor games on increasing motor activity and health promotion of older preschoolers” MADOU “Center.

Image Library:


9. /Technological map of lesson 28. Climbing the gymnastic wall.rtf
10. /Technological map of lesson 29. Outdoor games with elements of sports games.rtf
11. /Technological map of lesson 30. Exercises in pairs.rtf Lessons are three lessons per week.
Lesson 21 Flowchart Testing the Standing Forward Bend
Technological map of lesson 22 Acrobatic exercises against the wall
Pull-ups on the low bar from hanging lying down (testing)
Technological map of lesson 24 exercises in balance, rolls
Technological map of lesson 25 Exercises for the development of coordination and balance
Technological map of lesson 26 Physical education minutes in the educational process
Technological map of lesson 28 Climbing the gymnastic wall
Routing lesson 29 Outdoor games with elements of sports games
Solving particular problems Planned educational results Subject

download rtf

Technologicallesson card29
Movable games with elements of sports games


Goalsteacher activities

To form knowledge about sports and sports games; develop the ability to participate in outdoor games in accordance with the rules and compliance with safety regulations

Typelesson

Solving private problems

Planned
educational
results


subject (volume of development and level of competencies):

will learn: organize and conduct outdoor games and elements of competitions with peers;

will receiveopportunity to learn: handle inventory and equipment with care, comply with safety requirements.

Metasubject (components of cultural competence experience/acquired competence):

cognitive they will master the ability to evaluate their achievements, answer questions, correlate learned concepts with examples;

communicative express readiness to listen to the interlocutor and conduct a dialogue; master the dialogical form of speech, the ability to enter into verbal communication, the ability to use a textbook;

regulatory master the ability to understand the learning task of the lesson and strive to fulfill it.

Personal : acceptance and development of the social role of the student; development of motives for learning activities and the formation of the personal meaning of learning; development of cooperation skills with adults and peers in different social situations


Methodsand forms of education

Problem study; individual, frontal

Educational
resources


Balls, jump ropes

Organizationallesson structure

Stages
lesson

Educational and developmental components,
assignments and exercises

Activity
teachers

Activity
students

Forms

co-actions


Universal
learning activities

Kinds
control

1

2

3

4

5

6

7

I. Organizing time

Emotional, psychological and motivational preparation of students for the assimilation of the studied material

Conducts construction. Checks the readiness of students for the lesson, voices the topic and purpose of the lesson, creates an emotional mood for learning a new subject

Under construction
in one line. Listen and discuss the topic of the lesson

Individual

Personal : understand the value of knowledge for a person and accept it; have a desire to learn; speak positively about the school; strive to study well, are oriented to participate in the affairs of the school; correctly identify themselves with the position of the student

Oral responses

II. Knowledge update

Making turns around.

Walking, running.

Breathing exercises.


Gives the command: “To the right, to the left”, “Turns around”. Makes sure that turns around are performed over the left shoulder.

Formulates the task, controls its implementation.
Gives commands to walk, then run.
Conducts breathing exercises.


Perform turns on the spot on the command "Circle" (repeatedly).

Perform exercises.

Perform breathing exercises.


Frontal, individual.

Frontal.
Frontal.


Personal : show positive personality traits and manage their emotions; show discipline, diligence and perseverance in achieving their goals.

Regulatory : are able to evaluate the correctness of the performance of an action at the level of an adequate retrospective assessment; make the necessary adjustments to the action after its completion, based on its assessment and taking into account the nature of the errors made; plan their actions in accordance with the task; carry out a step-

govy control of their actions, focusing on the demonstration of movements by the teacher.


Performing actions according to the instructions.

Taking Actions


Change into two columns, passing through the center

Gives the command: “March through the center!”, Controls the execution of the task.

After passing through the center, he commands: “Guides, in place”, “Turn to face me”


Rebuild in two columns, passing through the center

Frontal

Communicative : use speech to regulate their actions; ask questions; control the actions of the partner

according to instructions

III. Learning new material

Outdoor switchgear complex for the development of coordination of movements (See Appendix 1).

Relay with ball passing.
Outdoor ball game "Ball between the ropes" (See Appendix 2)


Carries out a set of outdoor switchgear. Provides performance motivation and creates an emotional mood.

Divides the class into teams, explains the conditions for the relay race.

Explains the rules and guides the game. With a large number of participants appoints two leaders


Perform exercises.
Participate in a relay race.
Participate in the game

Frontal, individual.

Frontal.
Frontal


Regulatory : perceive and save the learning task, plan their actions in accordance with the task; carry out step-by-step control of their actions, focusing on the demonstration of movements by the teacher.

Communicative : know how negotiate and come to a common decision in joint gaming activities


Exercising self-monitoring.

Performing actions according to instructions


IV. Primary comprehension and consolidation

Mobile game " Tea - tea, help out " (See Annex 3)

Explains the rules of the game, monitors their implementation

Participate in the game

Frontal, individual

Regulatory : perceive and save the learning task, plan their actions in accordance with the task

V. The results of the lesson.
Reflection


Summarize information learned in class

Conducts a conversation
for questions:

- What sports do you know?


They answer questions.

Define their


Frontal

Personal : understand the value of knowledge for a person and accept it.

Regulatory : predict the results of the level of assimilation of the studied material


Evaluation of students for work

- Which sport games can be used for relay races and outdoor games?

emotional condition at the lesson

the one in class

Annex 1

Outdoor switchgear complex
1. I. p. - about. With. 1 - turn the head to the right; 2 - i. P.; 3 - turning the head to the left; 4 - i. P. (Repeat 4 times.)

2. I. p. - about. With. The head is tilted forward. 1 - turn the head to the right (looked to the right); 2 - i. P.; 3 - the same in the other direction; 4 - i. P. (Repeat 4 times.)

3. I. p. - about. With. Hands on the belt. 1-4 - move the chin forward and reach for it, gradually bending, turning into a forward tilt; 5-8 - slowly return to and. P. (Repeat 4 times.)

4. Exercise "Snake" is performed according to the show. I. p. - about. With. Hands behind the back, the brush is rounded (this is the "snake's head"). The right hand begins to slide along the chest from the shoulder from top to bottom (without touching the torso), to the thigh. From here, in a smooth motion, it rises forward upwards. Turns the brush to the right and left (“the snake looks around”). The same is done with the left hand. Already both hands “look” at each other, “turn away” and “unexpectedly hide” behind their backs. (Repeat at least 4 times.)

5. Another exercise "Snake": i. By. With. The same as in the previous exercise, but performed to the side. The right hand begins to slide along the body from the shoulder to the hip and gradually, bending, rises to the side, do the same with the left hand and return to and. P. (Repeat 4 times on each side.)

6. I. p. - about. With. Hands on the belt. 1 - movement "wave" with the body to the right (as if crawling under an obstacle); 2 - i. P.; 3 - the same to the left; 4 - i. P. (Repeat 4 times.)

7. I. p. - about. With. 1 - tilt to the right; 2 - rotation of the body with an inclination; 3 - tilt to the right; 4 - i. P.; 5 - tilt to the left; 6 - rotation of the body with an inclination; 7 - tilt to the left; 8 - i. P. (Repeat 4 times.)

8. I. p. - crouching emphasis. 1 - bending jump; 2 - jump with a turn of 90 degrees to the right; 3 - jump in and. P.; 4 - jump with a turn of 90 degrees to the left; 5 - jump in and. P.; 6 - bending jump; 7 - jump up; 8 - arched jump. (Repeat 4 times.) Go on walking in place and stop.
Annex 2

mobile game "The ball between the ropes"
Description of the game. From several ropes laid lengthwise on the floor, they form 2–4 corridors 30–50 cm wide. Students are divided into teams according to the number of corridors so that the whole team is on one side and the captain is on the other. Having sent his ball with a throw, the player stands behind, and the captain sends the ball to the next one.

Options: a) the team is divided equally, and the students throw the ball in turn from both sides of the corridor; b) the same, but the team stands at one end of the corridor. It is necessary to catch up and catch the ball that has rolled away, to catch up and “bump”, not to take it in hand, but to get ahead of it.
Annex 3

featnaya game "Tea-tea, help me out"

At the beginning of the game, the border of the playing zone is determined, beyond which it is impossible to run.

The rules of the game are different salochek the fact that when the driver catches up and “assaults” a player, he does not become a “feed”, but freezes in place and shouts: “Tea-tea, help me out!” - until he is rescued.

Any of the participants, except, of course, the driver, can help him out, simply by touching him. At the same time, the task of the “tag” becomes very difficult, since he will be able to transfer his role to another only when he catches up with all the other players, and provided that no one helps them out. Otherwise, the game may never end.