Games for children in a small room. Collection of outdoor games in the room

What to do if it’s raining outside the window, and fun games and entertainment were planned in the camp fresh air? Do not despair, no less interesting leisure can be arranged without leaving the building. The most important - good mood and a little fantasy.

fish, animal, bird

The players sit on the sides of the room. Choose a driver. He walks past them, repeating three words: “Fish, beast, bird…” Suddenly stopping in front of someone, he says loudly one of these words, for example, “bird”. The player must immediately name some bird, for example "hawk". You can not hesitate and name those animals, fish or birds that have already been named before. The one who gapes or answers incorrectly pays a forfeit, and then “redeems” him (reads poetry, sings, etc.)

Trap

In this interesting game the dexterity and ingenuity of the participants are tested. Three players play - the rest watch and wait their turn.
Two hunters stand at the edges of the table. A two-meter rope or a cord tied into a large loop serves as a trap - only a half-knot is made.
Loop diameter 25-30 cm.
Hunters hold the cord by the ends so that the loop ring touches the table.
At a distance of 15-20 cm from the loop, a bait (cube, toy) is placed on the table.
A player approaches the table, makes deceptive movements, checking the reaction of the hunters. Having seized the moment, with a quick movement he puts his hand through the loop and, grabbing the bait, pulls it back.
The hunters are trying at this moment to tighten the loop so that the hand gets into it. The participants in the game take turns changing roles.
This attraction can also be held between teams.
To do this, each team is allocated two hunters who will catch all the remaining members of the opposing team.
Each is given one try. If he wins, he brings his team one point.
The winning team is determined by the largest number points scored. Other competition conditions are also possible.

Don't back!

The players stand in a circle, holding hands tightly.
In the middle of the circle, pins are placed in random order, approximately at a distance of 50 cm from one another.
At the referee's signal, each player, without opening his hands, tries to push his neighbors onto the skittle.
As soon as the first pin is knocked down, the game is suspended. The pin is placed again, and the player who knocked down the pin is out of the game.
The rest, holding hands, resume the game on a signal.
It should be remembered that pushing is allowed only with your hands, without letting go of the hands of your neighbors. And one more thing: if a player, without dropping the pin, breaks the chain three times (by releasing his hand), he is out of the game.
By the end of the game, when the number of participants becomes small, you can reduce the number of pins and the distance between them.

Prize with a secret

For this game you will need a large box, postcards according to the number of participants in the game, prizes for each participant.
Cut each card in half. On the back of one of the halves, write the name of the prize (postcard, sticker, pen, notepad, etc.), and write tasks on the other half.
Tasks can be as follows:

  1. Sing a song
  2. Tell a verse
  3. Ask an interesting question
  4. Tell a funny story
  5. Make a riddle Say a wish
  6. Sing a duet with a friend
  7. Say a phrase, an aphorism for reflection

If you have many participants in the game, you can write the same tasks twice or come up with different ones. Put the halves of the cards with the task in a box, and put the halves of the cards with the name of the prizes in prominent places in the room where the game is being built. Invite everyone present to take halves of the postcard with the task from the box and, in turn, complete what is written on the postcard. After completing the task, the player searches the room for the other half of his postcard, where the name of the prize he deserves is written. When the half is found, and the halves of the card match, the host must give this player the prize indicated on the card. All players should follow the same principle.

Drawing together

Invite two players to come forward and draw a joint drawing on one piece of paper. In this case, one condition must be met: to blindfold the players. Suggest a theme for the picture (nature, domestic animals, etc.). Let the players agree in advance on who will draw what. Then blindfold them and ask them to draw a picture.

After the drawing is completed, untie the eyes of the players and invite them to look at what is drawn. Most likely, the drawing will be uncoordinated, mistakes will be made.

Summarize. Often in our lives, sin closes our eyes, like this bandage. And the episodes of our life are sometimes uncoordinated, we make mistakes. But God removes the bandage called "Sin" from our eyes and we see all the imperfection of our nature. And it's even very funny!

Drawing on the back

How close are you to each other, how does your group have cohesion and commonality? The following game will help you answer this question. Invite the group to sit or stand one after the other in one line. If the group is large, split it into two teams.

The leader in the ear must say the word to the last person in the line. Words should not be complex, such that they can be depicted. For example: house, sun, flower, person, table, etc.

The last one on the back of the previous person should “draw” with an unsharpened pencil what the leader said. The one on whose back they painted must understand what in question, and draw the same thing on the back of your neighbor in front, etc. from player to player.

When a drawing is “drawn” on the back of the first one in the line, he must tell the leader what was drawn on his back. The facilitator compares the word that he said to the last person and heard from the first. If the words match, i.e. "sun-sun", then the team is close to each other, they can feel the train of thought of the other. If not, then it is necessary to advise them to show more trust in each other, to be closer in communication.

balloon with wishes

In a simple free environment, you can play a game - a wish. Inflate a small balloon and invite everyone present to toss it from one person to another so that the balloon does not fall on the floor and on other objects. In this case, the host must turn on the tape recorder or play any musical instrument.

Through a short time the host stops the music. The person who last touched the ball before the music stops must tell everyone present or any one person a wish out loud.

Wish examples:

I wish you clear skies
Live without fear, sorrow and evil.
So that the soul strives for beauty
And found shelter with Christ.
(S. Svistun).

Without faith, life is dark, painful, unbearable,
Without faith there is no consolation in her.
Ask God for fruitful faith
And a quiet light will be shed into your life.

Don't be blinded by cunning
Vanity mutilated,
If you were born as a man
Always be human.
(N. Khosrov).

Life is a moment, just a moment
But only he is years long
How important it is to honor everything for rubbish
And find salvation in God.
(S. Svistun).

What passes, we do not own,
Only the present belongs to us,
While we regret the past,
Life will turn the coming day into the past.
(R. Gamzatov).

Don't choose your friends by looks
On a difficult life road.
And nice shoes
We often rub our feet.
(S. Svistun).

When you want to grumble
Think of others who have it harder
And learn to notice everywhere
Grains of happiness in the turmoil of days.
(Mary).

To love Christ is my soul's aspiration,
Love Him with all your heart and soul.
And always live according to God's command,
Just as my Redeemer tells me.
(Enon).

If you follow the path of greed,
You will die soon.
Wealth is just bait, you'll be lost
In a trap of grief.
(M. Salman).

We will all die, there are no immortal people,
And all this is known and not new.
But we live to leave a mark:
House or path, tree or word.
(R. Gamzatov).

Don't be sad, smile more often
Even if there is no joy
And then it will pour into your heart
God's endless light.
(S. Svistun).

This evening will pass and fade away
Like everything on earth will fly by.
Only Christ can give you happiness
Justify, appease, forgive.
(A. Isaev).

Faith preserves the blameless,
Pulls wickedness into sin.
Faithful to the covenant of the Father
We will be successful.

What for common happiness to suffer to no avail -
It is better to give happiness to someone close.
It is better to tie a friend to yourself with kindness,
How to free humanity from the fetters.
(O. Khayyam).

Often give a person
It only takes us half an hour
To create in his heart
True miracles!
(C. de Gaan).

When your soul is in doubt
Persecuted night and day.
Bow your knees before God
You will find comfort in Him.
(V. Kuzmenkov).

Life is a carpet. But I wove clumsily
And now I'm embarrassing myself.
Lots of extra lines and spaces
I find in my pattern.
(R. Gamzatov).

In life it is not necessary for many reasons
The title to boast, boast and rank.
Remember, old and young,
And the most ascended in this number:
To be a man in the sublunar world -
The highest position on sinful earth.
(B. Karabaev).

Sometimes a word is enough
To encourage a person.
So that from the heart of a sinner, sick
I was able to break through the spring of living water.
(S. Svistun).

intuition-entertainment

Each player claims three things about him. Two of them are correct, and one is not (the order is arbitrary). The rest of the players try to guess which is correct. The one who guessed correctly gets a point. You can play for the winner.

What's in the backpack?

Team players take turns running up to the leader, who has a backpack full of different things in his hands. On command, each of them puts his hand into the backpack (you can’t look !!!), gropes for any thing and says what it is, and then pulls it out - for verification. Teams are given a certain amount of time, and those who have learned as many things as possible win.

Quack quack! (Or grunt, piggy, grunt!)

How well do you know the voices in your group? Everyone sits in a circle on chairs or just on the floor. A blindfolded man sits in the middle with a pillow in his hands. After he is blindfolded, everyone changes places and observes silence. The driver tries to feel someone's knees with a pillow, then puts a pillow on these knees and says: "Quack-quack!" The player who has a pillow on his knees must also answer him (it is allowed to change the voice). The driver must identify the player by the voice and give his name. He gets 3 tries. If the driver guessed right, they change places.

Check your powers of observation

Option A
3 players leave the room. The facilitator invites those who remain in it to accurately describe the players who have left (appearance, character traits, data on the place of study, etc.). To draw an analogy: someone will definitely be on the sidelines. Option B
The players stand opposite each other in pairs, at the command of the host, they peer at each other for 15 seconds, then turn their backs and begin to answer the host's questions about each other. The winner is the one who gives the most complete and correct answers.

Option B
One player goes out, everyone changes places. One player is covered with a blanket. The player enters and tries to guess who is sitting under the covers.

History from the cap

10 people write one word of their choice on separate pieces of paper. The leaves are collected and mixed in a hat. The other 10 people take one piece of paper from the hat and read it to themselves. The essence of the game: tell a coherent story using the words from the cap. The first player starts with the word: “Once upon a time…” and comes up with a sentence with the word he pulled out. The second one continues and so on. At the same time, those who pulled the sheets out of the hat write their words on other sheets and put them in the hat. They are taken out by those who first wrote the words. Then two teams come up with a story in turn.

Word pronunciation

Option A
Gather groups of 6 people and have each come up with a six-letter word (don't say it out loud!). Letters are distributed to each member of the group. Children pronounce all the letters at the same time, and other teams must guess the word.

Option B
Proverbs are written on the sheets in advance according to the number of teams, given that there should be as many players in the team as there are words in the proverb, for example: -You go quieter - you will continue; -Without labor, you can’t even pull a fish out of a pond; -Measure seven times - cut one. Each player chooses one word for themselves, and everyone says their words together. The other teams must guess what was said. Instead of proverbs, you can use song titles or their first lines, bible verses, but everything should be publicly known.

Musical instruments

Divide everyone into several teams. Each team receives a sheet with a name musical instrument and should depict the game on it, supplementing it with sounds and movements. The group is given one minute to prepare. Then, one by one, the groups introduce themselves, and the rest guess the instruments.

"I"

Give each person 10 nuts, a topic to talk about, and tell them to chat in pairs, talking and asking questions about the topic. When one of the pair says the word "I", his interlocutor takes one nut. The one with the most nuts after 5 minutes is the winner.

Masterpiece

You will need pencils, crayons, sticky tape and big leaf paper. Give each team (no more than five people) a set of pencils. At different ends of the room, attach a piece of paper to the tables or to the wall so that the rivals do not see. Each player receives only one part of the task (description of the picture). Everyone chooses a place for themselves on a piece of paper, and everyone starts drawing at the same time. For example:

1. Man in blue pants….
2. ...crying a lot...
3. ... a striped toy in your hand ...
4. ...cries a lot...
5. ... on the street under a maple tree ...

1. A baby in a stroller…
2. …holding a bottle of juice…
3. ... drinking Coca-Cola ...
4. ... reads a book ...
5. ... in a raging sea ...

Dogs and roosters

The players sit in a circle. The driver gives each the name of the city. Then he says: "I heard that in the city ... dogs crow and roosters bark." The player whose city has been named replies: “No, sir, in the city ... dogs do not crow and roosters do not bark. The city where dogs crow and roosters bark is called…”. The player whose city was named responds in the same way. If someone does not answer immediately or gets confused, he gives a deposit. When a lot of pledges are collected, they are redeemed by performing some task of the leader.

Electricity

Two teams line up opposite each other. Each team joins hands, forming a chain behind their backs, so that the other team does not see the clasped hands. At the end of the chain there is a chair, on it lies a small thing, and at the beginning of the chain there is a leader who tosses a coin. Team captains, i.e. those who are first in the chain look carefully at the coin (the rest look only towards the chair, i.e. they do not see their captain). In the event of an eagle falling out, the captains transmit current, i.e. they quickly squeeze the hand of the one standing nearby, he shakes the hand of the other, and so on - until the end of the "electric circuit". The last one in the chain, having received a "discharge", quickly grabs a little thing lying on a chair.
In the team that did not have time to grab the thing from the chair, there is a rearrangement. The one who was supposed to grab becomes the captain, and former captain becomes second in the chain. The captain may make a mistake by prematurely squeezing the hand of a person standing nearby. This happens when the captain is in a hurry to give "current". In this case, the team also loses.

Elephant Bathing

Four people are involved. The three walk out the door. The remaining one plays a pantomime that now he will wash the elephant. One person starts up, he must carefully watch all the movements of the “washer” and then repeat them to the second, and that to the third player. At the end, all four take turns saying their version of what they were doing.

Damaged TV

Everyone knows about the broken phone. What if the TV breaks? 3-4 groups take turns showing each other sketches. What will come out of the original idea?

Competition "Her Majesty Potato"

  1. One from the detachment - who will peel the potatoes faster and better.
  2. One from the detachment - who will eat the potatoes faster.
  3. One from the detachment - who will more accurately hit the potatoes in the bucket.
  4. Squads - write the names of potato dishes.
  5. Squad - make a craft out of potatoes. Who is more original?
  6. Detachment - the best advertisement potatoes
  7. Detachment Representative - Plant potatoes in a bucket of potatoes. Lay it out in one line. Smooth. Tuber to tuber. Who is faster and better quality "Plant potatoes?"
  8. According to the representative - who will “harvest the harvest faster?” With closed eyes, the squad can tell.
  9. Relay race - for a certain time (10 minutes), the squad must peel as many and better potatoes as possible (depending on how many knives you have, either in turn, or all together).
  10. Relay - take turns moving potatoes on a spoon in your mouth. Who is faster.
  11. Make cheese from potatoes. Do it in 3 min. As many holes as possible, but so that the potatoes do not fall apart.

Ball - ah - show

  1. Merry ball
    Everyone sits in a circle. Everyone says the verse in unison.
  2. You roll, funny ball,
    Quick, quick hand.
    Who has a funny ball
    He will sing a song for us.
  3. Water strongmen
    Those who wish are called. The host invites them to inflate balloons on a signal. The winner is the one whose balloon bursts the fastest.
  4. Architect
    Build a balloon tower
  5. reactive ball
    Participants line up in one line. Their task is to inflate the balloons and, on command, release them. The one whose ball flies the farthest wins.
  6. Air bridge
    The team stands one behind the other. It is necessary to pass the ball over the head from the first to the last participant and back - between the legs (4-5 balls can be passed at the same time)
  7. The most friendly
    The team is divided into pairs. At the leader's signal, the first couples must run to a predetermined landmark and back, holding the ball between their heads. Pass the balls to the next pair.

March 28th, 2011

Preschoolers 4-5 years old will play with pleasure not only outdoor games, but also those where you need to think. Emphasis in games is recommended to be done on the development of observation, memorization, logic, imagination and speech skills, and in outdoor games - on improving coordination, speed, dexterity and attentiveness.

Here are some suitable games:

  1. Cats and mice

Active play. Develops dexterity, speed, attentiveness. It can successfully pass among a company of different ages. Suitable for home and street.
There are two versions of this game.
First. All but three players join hands and stand in an open circle. A "mouse" and two "cats" run inside. "Cats" must catch up with the mouse, but it's not so easy, because. she can safely run between the players in a circle, but they cannot. After that, all three of them stand in a circle and new cats and mice are selected.
Second option. In one corner, the house of the cat is indicated, in the other - the mink of mice, in the third - the pantry where they are small items representing supplies. The cat falls asleep in the house, and the mice run from the hole to the pantry. At the clap of the leader (or after the words of the rhyme), the cat wakes up and begins to catch mice that are trying to run to the mink. At first, the cat is played by one of the adults, who pretends to catch, but lets the mice run away. You can add verbal accompaniment to the game:
The cat guards the mice
He pretended to be asleep.
Here he hears - the mice came out,
Slowly, closer, closer
From all cracks creep.
Tsap - scratch! Catch it soon!

  1. Carousels

Calmly active round dance game. Develops coordination and synchronism of movements, dexterity, attentiveness. The ability to control the power of the voice. Suitable for home and street.
The leader, together with the children, stands in a circle and everyone begins to slowly and quietly pronounce the text:
Barely, barely, barely
The carousels spin.
(At the same time, the players begin to slowly move in a circle)
And then, then, then
Everyone run, run, run.
(The tempo and strength of the voice increase, while the speed of movement increases. The players start running) The next part is pronounced with a decrease in the tempo and strength of the voice:
Hush hush! Do not hurry!
Stop the carousel!
(With these words, everyone stops).

  1. Kangaroo

Active play. Develops dexterity, speed in movements. It can successfully pass among a company of different ages. Suitable for home and street.
Two teams compete. Holding a matchbox (or similar object) with your feet, you need to jump like a kangaroo to the opposite wall (or chair), stop and say loudly: "I am a kangaroo!" (This statement is also evaluated by the presenter). Then you need to jump back and pass the box to a teammate. The winning team gets prizes.

  1. Superfluous word

Calm game. Develops attention, logic, the ability to combine objects into groups and select generalizing words. Suitable for home and street.
Before the start of the game, the host explains that in Russian there are words similar in meaning. The facilitator lists 4 words to the children, and they name what is superfluous, and explain why they think so. You can play not only with nouns, but also with verbs and adjectives.

  1. sweets

Calm game. Teaches communication, the ability to formulate questions and answers. Suitable for home and street.
Good game to start the holiday, allowing children to be liberated. You will need any sweets or dragees. Each child is offered to take as many sweets as he wants. Then the plate with refreshments is passed around. Then the host announces the rules of the game: each guest must answer the number of questions from the others, equal to the number of candies he took.

  1. hot ball

Calm game. Develops agility, speed and attention. Suitable for home and street.
Gambling: everyone stands in a circle and passes the ball to each other to the music. When the music stops, the player who did not have time to pass the ball and remained with him in his hands is eliminated (you can put him in honorary spectators, you can take forfeits). The last player left without a ball wins.

  1. missing numbers


The facilitator counts up to 10, deliberately skipping some numbers (or making mistakes). Players should clap their hands when they hear an error and name the missing number.

  1. Fluffy

Calm game. Develops discipline. Suitable for home.
An old Russian game. The teams stand against each other, between them is a line that cannot be crossed (for example, a ribbon). The host tosses a feather (you can use a fluffy cotton swab) over the heads of the participants. Task: to blow it to the side of the enemy. Attention, the team that steps up the ribbon or touches the feather with their hands is counted as a defeat.

  1. Chamomile

Calm game. Lets loosen up. Suitable for home.
Suitable for the beginning of the holiday, if the guests feel constrained. For the game, a camomile is prepared in advance from paper. The number of petals should be equal to the number of guests. On the back of each, easy funny tasks are written, for example, crow, jump like a frog or on one leg, repeat a tongue twister, crawl on all fours, etc. Children tear off a petal and complete the task. If the children do not yet know how to read, the task can be depicted in the form of a picture or read to the facilitator.

  1. hedgehogs

Active play. Develops speed fine motor skills. Suitable for street and home.
Team game. She needs a rope of 1.5 m and 30 multi-colored clothespins attached to it. Adults act as hedgehogs. The players run up to the stretched rope one at a time, as in a relay race, take off one clothespin, run to the “hedgehogs” sitting on chairs and attach it to any place of clothing or hairstyle. It’s good if the distance from the rope to the hedgehogs is 10 meters. The team whose hedgehog bristles better wins, i.e. which will have more clothespins - needles. The second team can be given a prize for the most original / cute / funny hedgehog (according to circumstances).

  1. I go, I go

Active play. Develops speed and attention. Suitable for home and street.
A fun, emotional game that gives young children a lot of fun. Children line up behind the leading chain. He goes and pronounces the following words: "I'm walking, walking, walking, I'm leading the children (an arbitrary number of times), and as soon as I turn around, I'll catch everyone at once." catches them (it's better for kids to pretend to let them run away). The game is well suited for the home, when the host leads from room to room, repeating the first lines. When the cherished “I will catch” is uttered, the children with a screech rush through the whole apartment to the saving place.

  1. Spider and flies

Flickering game. Teaches children to run in different directions without colliding, and freeze on a signal. Develops coordination and attention. Suitable for home and street.
In one corner of the room (platform) a web is indicated in which the "spider" sits. The rest of the children depict flies: they run, circle around the room, buzz. At the leader's signal: "Spider!" flies freeze in the place where they were caught by the signal. The spider emerges from the web and carefully watches who moves. The one who moved - takes him into his web.

  1. Who am I?

Calm game. Develops logic, broadens horizons. Suitable for home.
Good for starting a holiday. At the entrance, each child receives a new name - a bear, a fox, a wolf, etc. A picture with a new name is attached to his back, he does not know about it, until, with the help of leading questions, he finds out everything about himself from those around him. Alternatively, you can describe this animal only with adjectives (for example: cunning, red, fluffy ... - fox). The goal is to find out as quickly as possible who is involved.

  1. Seasons?

Calm game. Develops attention, logic, broadens horizons. Suitable for home and street.
The host chooses any time of the year and calls it to the players. Then he begins to list the phenomena and objects associated with this season. From time to time he says the wrong words. When they hear a word that is not related to this time of year, the children should clap their hands.

  1. Edible - inedible?

Calm game. Develops attention and logic. Suitable for home and street.
The leader throws the ball to one of the players and says a word. The player must catch the ball if the word denotes an edible item, or discard it if the item is inedible. The most attentive wins. From those who made a mistake, you can take forfeits, according to which funny tasks are then blindly assigned.

  1. Obedient Shadow or Mirror

Calm game. Develops attention. Suitable for home and street.
Two players are selected (for example, with the help of a counter), one is the shadow of the other. "Shadow" should repeat the actions of another player, if possible synchronously. If within a minute the player does not make a single mistake, he becomes the main player and chooses his shadow from among the other players.

  1. treasure hunt

Calm game. Develops the ability to navigate in space, logic, attention, the ability to compare parts, to assemble a mosaic. Suitable for home and street.
A map is drawn up in advance of the place where the treasures are hidden (apartments or streets), cut into pieces, each of which is obtained by the players in the form of a reward for correctly guessing a riddle or completing a task. Having made a map like a puzzle, all invitees are looking for treasure and discover something tasty or interesting. Before this game, it is better to practice and draw up a similar plan with the children, pronouncing how and what is indicated. It is important to draw the children's attention to the fact that the plan is, as it were, a view from above. In case of difficulty in finding the treasure, the leader prompts, directing the children in the right direction.

  1. hot-cold

Calm game. Develops logic. Suitable for home.
Suitable for the start of the holiday, if you hide various souvenirs-trinkets in advance in the room. The incoming guest begins to look for the hidden prize, and the rest tell him if he is walking right. If he approaches a hidden object, they shout "Heat", if it is very close - "Hot", if it moves away "Cool" or completely "Cold".

  1. missing numbers

Calm game. Develops attention and counting skills. Suitable for home and street.
The leader counts, deliberately making mistakes or skipping numbers. Players should clap their hands when they spot an error and correct it.

  1. Hurry up

Calm game. Develops attention, fine motor skills. Suitable for home.
Cubes (or skittles, etc.) are laid out on the floor according to the number of players minus one. Players walk around to the music, and as soon as it subsides, they must grab the cube. Whoever did not get the cube - drops out (or gives a phantom).

  1. Where we were, we won't tell you what we did - we'll show you

Calm game. Develops motor skills, imagination, attention, broadens horizons. Suitable for home and street.
The facilitator quietly tells the player the profession, so that the others do not hear. The player says "Where we were, we won't tell you what we did - we'll show you" and tries to show without words what people of this profession do. The rest guess. Guessed player - shows next.

  1. In an old closet

Calm game. Develops speech and the ability to distinguish parts of objects, broadens horizons. Suitable for home and street.
The facilitator together with the players says:
In the old closet, with Anna's grandmother,
Where did I go -
Many wonders...
But they are all "without" ...
Next, the host calls the item, and the player he points to must say what part of the item may be missing. For example: a table without a leg, a dress without a pocket, etc.

INDOOR PLAY WITH CHILDREN

Living - non-living

The facilitator names living and non-living objects mixed up, and the children answer in chorus only “living”, and they are silent to “non-living”. The kids who make the fewest mistakes win.

line

Children line up in one line in the direction of the leader's hand. When he speaks in all directions, everyone scatters. And having heard the slogan: “The guys have a strict order, tra-ta-ta, tra-ta-ta, they know all their places,” they run and line up in a new direction. The latter is considered the loser.

find the color

Children stand in a circle and, at the command of the host, look for objects of the named color in order to touch them. The loser is the one who touches the right thing last. He is out of the game.

Predator

All children are fish, one of them is a predator. When an adult calls "Ship", the fish take cover against one wall, when they call "Storm" they run away from the other, and at the word "predator" they begin to flee, while the predator reveals itself and begins to catch them.

sun bunnies

This activity is suitable for sunny weather. Should be taken small mirror, let on the walls and ceiling sunbeams and watch them with your child.

Runaways are jumping
Sunny Bunnies.
We call them - they don't go.
Were here - and they are not here.
Jump, jump in the corners.
They were there and they are not there.
Where are the bunnies? Gone.
Did you find them anywhere?
(A. Brodsky)

Listen

The leader whistles to give the blindfolded players a signal and change direction. Focusing on the sounds, you need to find an adult.

Items

Children bring some small items with them and put them in one place. Next, one of the players is chosen, who becomes his back to the objects. The leader, pointing to one of the objects, asks: "What should the one who owns this object do?". All players see this item, but one has their back to it and does not know whose item the host is pointing to. This player's job is to assign "penalties", a task that the owner of the item must complete in order to redeem the item.

through the hoop

The player holds a racket with a table tennis ball in one hand, and a gymnastic hoop in the other. The player's task is to pass the hoop through himself from top to bottom, then from bottom to top, without dropping the ball. They play in pairs. The winner is the one who completed the task faster.

Arithmetic cubes

The game requires 3 dice. Everyone throws them 3 times. If among the dropped numbers they are the same, they are added up (for example, 3, 5 and 3 fell out, playing the sum 3 + 3 = 6, and if all different numbers fall out, let's say 5, 2 and 3 - they are not taken into account). If it happens that after the next throw all 3 numbers turn out to be the same (for example, 4,4 and 4), then the sum of these numbers also doubles. The winner is the one who, as a result of three throws, will have the largest sum of numbers.

Clothespins

Players need to find and collect all the clothespins in the room. Clothespins can be different: plastic, wooden, colored, transparent, old, new. Main principle: the bigger, the better. Players are divided into pairs. The couple is given a bandage with clothespins. The task is very simple. One child is blindfolded. Clothespins are attached to the partner's clothes. Moreover, clothespins are hung around, and not the child himself. Where to attach them - they decide. The player has no right to interfere in the process. Next comes the hour for a blindfolded player to act. His task is to find and remove all clothespins from the player as quickly as possible.

Funny pictures

Game for the development of visual memory. Invite the child to carefully consider 10 pictures, each of which depicts a familiar object. Then ask your child to take turns naming the items he remembers. The number of items that the child remembers is important. Show the child the pictures that he did not name. Please try again in 10 minutes. Offer to remember all the pictures in an hour.

Get the town

The participants in the game take a stance of socks and five together, their hands are connected behind their backs (the hand of one hand grabs the wrist of the other). Squatting, he must, without moving from his place and without touching the floor with his hands, raise the town (puck, cube, bump, etc.) located behind the leg. The winner is the one who succeeds more than three times out of three attempts.

Find a bunny

You will need a clean handkerchief to play. You should take it by 2 adjacent ends, look behind it from both sides and ask: "Where is our bunny? Where did he run?" After that, you need to tie the ends of the scarf into knots so that they look like rabbit ears, and say: "Here is the bunny! And where is his tail?" At the remaining end of the scarf, you need to tie a small knot-tail: "Here is the tail! Let's stroke it."

gold fish

Child - gold fish, which offers the fisherman to fulfill his desire. You come up with something supernatural, and he must find good reason which cannot grant your wish. Then you can switch roles.

Broken fax

Participants sit in a row one after another. The last participant draws a picture on the back of the person sitting in front of him. The player who received the message must repeat it as accurately as possible on the back of the person sitting in front. The first player in a row, having received a message, draws it on paper. After that, the drawings of the first and last players are compared and it is revealed on which participants in the game the fax failed. Before the next round, all players must switch places.

As drawings, geometric shapes, letters and small words, various symbols (dollar icon, euro, ampersand, copyright).

It is desirable to start the game with simple geometric pictures. In order for the game to be more dynamic, you can prepare drawings for transmission in advance, secretly from the participants in the game.

You can conduct a team version of the game - all participants are divided into teams of 5-8 people and simultaneously transfer the drawing. The winning team is the team whose final drawing is closest to the original.

musical chairs

After the music stops, sit down on a chair as quickly as possible. The one who did it last or who did not have enough chair loses.

Loaches

The players stand in a circle and raise their hands up, forming a "gate". The host announces two nearby players as vines. One loach stands in a circle and is called "running away", the other - behind the circle - "catching up". The running distance is small - you need to run around the circle once and stand in your place, but you will have to run not in a straight line, but along a winding line, slipping into the “gates” from one side or the other.

At the signal of the leader, both loaches take off. If he won, that is, the escaping one ran earlier to his place, then a loach is appointed instead of him, and the chasing one remains the same. If the chasing one has taunted the escaping one, then the chasing one chooses a replacement for himself, and the escaping loach remains old.

You can play the game with a division into two teams, counting all those standing on the first and second numbers, then the runner and catching up the loaches are selected from different teams, and the success of one or the other brings one point to his team.

Dwarfs - Giants

Children stand waist-deep in water. The leader gives a signal by shouting the word: "Dwarfs!". Everyone gets into the water. Behind the signal: "Giants!" - all players jump up. Whoever makes a mistake is out of the game. Whoever is left wins.

extra item

The teacher puts rows of geometric shapes on the typesetting canvas. In each row, one figure differs in color (shape, size). Students must find the "extra" figure and explain why they decided so. For a correct answer, the student receives a token.

Ball over the line

Players of two teams enter the water and line up at opposite sides of the pool facing the middle. The side is for them in the game the line of the house that they defend. The leader throws the ball in the middle between the teams. The players swim towards him and, having taken possession of the ball, begin to throw it among themselves, trying not to give it to the opponent. The task is. To approach the opponent's house and touch the side of the pool with the ball. On an open reservoir, the field for the game is limited by floats, paths from floats. The game lasts 10 minutes. The team that manages to touch the opponent's home with the ball the most times wins.

Hurry up to pick up

A participant with a volleyball in his hands becomes a circle with a diameter of 1 meter. Behind the player are 8 tennis (rubber) balls.
On a signal, the participant throws the ball up, and while he is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball. The participant who managed to pick up more balls wins.

monkey tag

Monkey tags are a type of tag. The driver catches up with the evader, who changes modes of movement, the driver must change his mode of movement after the evader.

chain fishing

Chain fishing is a type of tag. The beginning is like a game of catching in pairs, only the drivers remain one chain. This game is interesting in the forest or among the pillars.

Freeze in place

To conduct the game, one or more participants are assigned, who play the role of sorcerers. The one whom the sorcerer touches must stop in place, spread his legs apart. The player can continue the game if one of the runners crawls between his feet.

Flying Dutchman

This game is best played in the forest, especially if everyone is cold. They warm up very quickly.
Players (10-30 people) stand in a circle and hold hands. One pair of people runs around the circle. Suddenly, one of them strikes the clasped hands of someone from the circle. The couple that was hit on the hands should jump out of the circle and run around it, the same is done by the couple that hit, only they run in the opposite direction. Those two who run around the circle faster take an empty place. Others remain running around the circle. History repeats itself.

falling stick

Standing in a circle, several players are calculated in numerical order. The participant of the game at number 1 takes a gymnastic stick and goes to the middle of the circle. Putting the stick vertically and covering it with his palm from above, he loudly calls a number, for example 3, and he runs back to his place. The one who is named runs forward, trying to catch the falling stick. If he manages to do this, then the participant in the game at number 1 again takes the stick and, placing it vertically, calls a number, etc. If the stick fell to the ground, then the one who failed to pick it up becomes the leader. The game lasts 5 - 7 minutes. The winner is the one who was less than others in the role of leader.

The last word

The host calls different nouns. Suddenly he interrupts, goes up to one of the children and asks to repeat the last word. If the child was inattentive and did not remember it, he receives a penalty point. The one with the fewest penalty points wins.


Belous O.I., educator MBDOU d/s No. 30 st.

1. Ringleader

The players form a circle facing the center. The driver steps aside, because he should not see who will be chosen as the ringleader. The task of the ringleader is to show various movements, which should immediately, keeping up with him, repeat the rest of the players: clap, squat, jump, threaten with a finger, etc. The driver is called into a circle. And he begins to walk inside it, looking closely at who commands the players. The ringleader must change movements imperceptibly, choosing the moment when the driver is not looking at him. If the driver guessed the ringleader, then he changes roles with him.

2. Mousetrap

The players are divided into 2 unequal subgroups: the smaller (for example: 2 people) form a circle - a "mousetrap", the rest of the "Mice" are behind the circle. The players - "mousetrap" - join hands, raise their hands up, forming a gate. "Mice" begin to run into the "mousetrap" and run out of it. Children forming a "mousetrap" pronounce the words:

How we got tired of mice

All? bitten, everyone? ate

We will put a mousetrap

And we'll make you all run!

At last words children lower their hands, the “mousetrap” “slams”. Those who did not have time to run out of the circle are considered caught and stand in a circle, in a "mousetrap".

3. Sentry

"Sentry" - sits on the ground in the center of the circle. He is blindfolded. The rest of the children stand outside the circle. The teacher points to one of the players. He begins to cautiously approach the "sentry". Hearing steps or a rustle, he must indicate with his hand where these sounds come from. If he points out correctly, he changes places with the walking one. If not, then the movement continues. The one who manages to cross the circle continues.

4. Together along the path

On the floor of the room with a colored cord, a line is indicated. Mother and child stand one behind the other at the beginning of the line. Mom invites the baby to "walk along the path". At the same time he pronounces the words:

Friendly along the path

together along the path

Our feet are walking

One, two, one, two -

Our feet are walking.

Over bumps, over pebbles,

Over bumps, over pebbles...

In the hole - boom!

The child follows the mother along the line. To the words "over bumps" they jump together on two legs, slightly moving forward, hands on their belts; to the words "into the hole - bang!" they squat down, put their hands on their knees. When the mother says: "We got out of the hole", the child gets to her feet with her.

5. Planes

A circle is laid out on the floor of the room with a cord - this is an airfield. Mom explains to the baby that now they will turn into airplanes together. Then she says:

Airplanes are flying

And they don't want to land

In the sky they rush merrily,

But they won't collide with each other.

Airplanes, which are depicted by the child and mother, with their arms apart, begin to "fly" outside the circle. After 30 seconds, mom says:

Suddenly a big cloud flies

Everything became dark around.

Airplanes - your circle!

After these words, mother and child run in a circle - "airplanes land on the airfield".

6. The cat came up to the stove

Mother and child hold hands, forming a circle. Mom reads a poem, shows movements, after her movements and words are repeated by the child.

The cat went to the stove

The cat went to the stove

(Walk in a circle holding hands)

He found a pot of porridge

I found a pot of porridge there,

(They walk in a circle in the other direction, holding hands)

And on the stove kalachi,

Oh delicious and hot!

(Stop, turn to face the center of the circle, clap their hands)

Pies are baked in the oven

(Bend forward, arms forward, palms up)

They are not handed out.

(They straighten up, hide their hands behind their backs)

For this game you will need balloons and adult lungs. Blow up some balloons. Give the task to the players so that the balls always fly and do not fall to the floor. Let them blow on them or throw them up with their hands.

8. Blow on the ball.

Another game with balloons. The number of balloons is inflated, how many players there will be. Children stand in a line and each is given a ball with the name of the player. The task is to blow on the ball to the finish line. The first one wins. This game is excellent at developing children's lungs, so it can be played as often as possible and not only in kindergarten but also at home.

9. Get dressed.

This team game. Divide the children equally into two teams. Put one jacket and one hat on two chairs. Each of the players, on a signal, must run up to a chair and put on. Dressed, undressed and stepped aside. Then the next player runs up and does the same. The winner is the team in which all the players put on the fastest. Such a game is more suitable for middle and older groups, since the kids are unlikely to be able to put on a jacket or other clothes themselves.

10. Boots.

It seems to me that such a mobile game is suitable for junior groups. Again, the children are divided into two teams. Each team is given a pair of boots and not just boots, but adults. Children should fit right into their shoes. Also, children are given one flag each. A chair is placed in front of each team at a distance of approximately 5 meters. The first players from the team must run to their chair, go around it in a circle and go back, passing the flag to the next player. The team in which the last player completed this relay race first wins.

This ball game is about manual dexterity. More suitable for medium and senior group. Children stand in a circle and throw the ball to each other. The most awkward player who did not catch the ball is penalized. Punishment - stand on one leg and catch the ball. If he does not catch the ball, then his punishment is aggravated - to stand on one knee. At the next failure, he will need to get on two knees. But if the punished player catches the ball, then all previous failures are forgiven.

12. Overtake.

This is an active endurance game in kindergarten. Children line up in a straight line. At the same time, they should squat down, and keep their hands on their sides. Task - you need to jump to the finish line, for example, to the opposite wall. The one who jumps first wins. And anyone who stumbles during the race is out of the game.

13. Crows and sparrows.

In this game, children are divided into two teams. One team is called sparrows, the other is called crows. The teacher explains the task to each team. For example, the “sparrows” team, as soon as they are called, should lie on the floor, and the “crows” team should stand on the chairs. All movements are performed quickly. The one who messed up is out of the team and the game. Those who have more players left in the team at the end of the game win.

14. Put on a hat.

This is very fun game to the music. Children stand in a circle. The teacher turns on the music and gives them a women's hat. The children pass it on to each other. The teacher suddenly stops the music, and the player who has the hat in his hands must quickly put it on his head and walk in a circle with a woman's gait. If he hesitates, he is out of the game. By the way, instead of a women's hat, you can use a cowboy or military cap. Then here you will need to portray a cowboy or a soldier.

Of the children, the two most dexterous are chosen. Their task is to catch other players. To do this, they must join hands to form a circle. (ring) and catch other children with this ring. The caught player steps aside.

16. Fishing.

The players become in a circle. The leader is in the center of the circle. He must take a thick rope or rope and twist it along the bottom, trying to touch the legs of other players with it. The players, in turn, jump up so that the fishing rod does not hit them. Whoever fails is out of the game.

17. Herringbone.

This game is suitable for children. New Year's matinees. The teacher says: “We decorated the Christmas tree different toys, and in the forest, different Christmas trees grow: wide, low, tall and thin. At the word "high" players raise their hands up, "low" - squat and lower their hands, "wide" - expand the circle, "thin" - narrow the circle. The next time the teacher says these words out of order, but randomly, trying to confuse the children.

19. Beasts.

Outdoor games in kindergarten should be not only for dexterity, but also for attentiveness. For example, the game "Beasts". Children choose their driver, who will play the role of the Owl. The duties of an owl include only hunting. All other children are forest animals. The teacher says "day". The players begin to run around the room and have fun, but with the word "night" they freeze, and an owl comes out to hunt. Everyone who moves or makes any sound becomes the prey of an owl, that is, leaves the game.

20. Frozen.

Children stand in a circle with arms outstretched in front. Pre-selected two drivers run in a circle in opposite directions and try to touch the palms of the participants. Those who are touched are frozen and out of the game.

21. Bunny.

One of the players becomes a bunny and gets up in an educated round dance. Children lead a round dance and sing:

Zainka, dance,

Grey, jump.

Turn around, turn sideways

Circle, turn sideways!

Is there a place for a hare to jump out,

There is a gray where to jump out!

An impromptu bunny needs to try to jump out of the round dance.

22. Guess what kind of animal.

The driver sits with his back to all the children. Each player takes turns approaching him and making a sound, imitating any animal, such as a cow. The driver guesses what kind of animal it is.

23. Guess who it is.

The driver again sits with his back to the rest of the children. Those in turn come up to him and say any word. The task of the driver is to guess the name of the speaker.

24. Three.

Two participants are selected. Before each put one symbolic prize. The host calls the numbers in a spread, for example, 1, 5, 9, 15, 20, 33, 39, 65, etc. e. As soon as the number 3 is pronounced, the players must grab their prize. The one who gets there first wins.

25. Air, water, earth.

Such a game is not only mobile, but also focused on children's ingenuity. The players sit in a circle. The host walks in front of them and says "earth, air, water" each time changing the arrangement of words. Stopping near any child, the leader pronounces a word, for example, “earth”. And the child in response must portray any animal walking on the ground. With the word "water" the player depicts a fish, and with the word "air" - a bird.

26. Feed the rabbit.

A rabbit with a carved mouth is drawn on thick paper. The players line up. The first is given a carrot and blindfolded. The task is to put a carrot in the rabbit's mouth. If he fails, he is out of the game. After completing the task, the player passes the carrot to the next.

27. Get into the hole.

You need to play this outdoor game in kindergarten on the street during a walk. The teacher digs 3 identical holes in the sand at a distance of 0.5 m. The player takes a couple of steps away from the hole and throws a small ball into it. If he hits, then he goes to the second hole, and then to the third. Then everything repeats, but in reverse order. But if the player does not hit the first hole, then he leaves the game.

28. Travel.

With different colored crayons, the presenter draws winding and intersecting “paths” on the asphalt. Players must choose a "path" for themselves and go through it to the finish line, never leaving the race.

29. Steal a carrot.

The teacher draws a circle with a diameter of 8 m. Puts 10 cubes in the circle. In this game, the circle symbolizes the garden, and the cubes symbolize the carrot. One guard is selected from the players. His task is to protect the carrots. The rest of the players become hares. They should try to steal those carrots from the garden circle. Whoever the "watchman" catches is out of the game. The winner is the most dexterous, that is, the one who stole the carrot and was not caught by the "watchman".

30. Trap.

A game of skill and speed! Several participants join hands and form a circle. The rest depict birds and insects, for example, butterflies, bees, flies, mosquitoes, titmice, etc. The host gives a signal and the “trap” opens - the children in the circle raise their hands up. At this time, all birds and insects can walk, run and jump in a trap. The following signal is emitted and the trap closes. All those who did not have time to run out of the "trap" are trapped and stand in a circle, replacing other participants, and they become birds. There are no winners in this game. Here, the main thing is fun and laughter!

31. Over the bumps through the swamp

The teacher assigns the children to teams. In front of each of the teams, bricks are placed at a certain distance. The goal of the game is to walk through the bricks of a given area without touching the floor with your feet. The team whose last player reaches the goal first wins.

32. Make a figure

The children run away. At a certain signal from the teacher, they must take some kind of pose that would display an animal or flower, a tree, a geometric figure, etc. The children whose figures most correspond to the given one win.

33. Find the color

Children stand in a circle and, at the command of the host, look for objects of the named color in order to touch them. The loser is the one who touches the right thing last. He is out of the game.

34. Living - non-living

The host calls living and inanimate objects, and the children answer in chorus only "living", and they are silent to "inanimate". The kids who make the fewest mistakes win.

Change of positions

Target. Development of attention, memory and observation.

Age. 8-12.

Number of participants. 6-25.

Material support.Absent.

Rules. A leader and a coordinator are selected from among the participants. The rest of the players spread out around the room and take some poses. The driver tries to remember the location and posture of all the players for several minutes. After that, the driver turns his back to the rest of the players, and they make several changes in their postures. The task of the coordinator is to keep track of how many changes have been made ( total number changes must be agreed before the start of the game) and remember these changes. After the players' movements are completed, the driver turns around to face the players and tries to name all the changes. If you choose not one, but two or three drivers, you can hold a competition "who will find the most differences." To do this, after changing positions, the drivers take turns calling the changes that have occurred. For each correct answer they receive 10 bonus points, for each incorrect answer five points are deducted. In addition, the driver who indicated the last correct change receives an additional 15 points. The winner is the one who scores the most points.

As a change of position, you can use the movement of players around the hall, changing their posture.

Recommendations. The difficulty of the game can be varied by changing the number of players from 5 to 20 and the number of changes from 3 to 10. In order for the game to be interesting, it is necessary to choose the difficulty corresponding to the level of participants.

Princess Nesmeyana


Category. A game.

Target. Entertainment, psychological relaxation.

Age. 7-14.

Number of participants. 6-20.

Material support.Absent.

Rules. The players are divided into two teams. The members of the first team of "Princess Nesmeyana" sit on chairs and take on the most serious or sad look possible. The task of the players of the other team - in turn


or all together to make the "unsmean" laugh. Each smiling "non-smiling" goes to another corner of the room or joins the team of mixers (depending on the rules agreed at the beginning). If in a certain period of time it is possible to make all the "unsmiled" laugh, the team of mixers is declared the winner, if not, the "unsmiled" team is declared the winner. The teams can then switch roles.

Examples and additional material. To make the “non-smilers” laugh, players can show pantomime, tell jokes, make faces, but touching the “non-smilers” is not allowed.

Recommendations. Since after the change of roles it will be much easier for the second team to make the “unsmeaners” laugh, for the fairness of the competition it will be better to play a serious, calm game in the interval.

captain, ship, reefs

Target. Cooperative skills training.

Age. 8-12.

Number of participants. 6-20.

Material support.Absent.

Rules. A captain and a ship are chosen from among the players. The rest of the participants disperse around the room, depicting reefs. The "ship" is blindfolded and it begins to move continuously. The goal of the "captain" is to lead the "ship" between the reefs to the opposite side of the room (to complicate the task, you can also choose a player depicting a pier to which the ship should moor). To do this, the “captain” gives the “ship” commands: “right” and “left”. The "ship" must turn in accordance with these commands, continuing to move continuously. If the "ship" touches one of the "reefs" - the game is lost and a new pair of "captain" and "ship" is selected.

Examples and additional material. During the game, a problem arises due to the fact that almost all participants want to play key roles (“captain” and “ship”). To do this, you can invite each of them to come up with a special role for a marine inhabitant or object (for example, an underwater rock, a lighthouse, a submarine, a shark). At the same time, the roles and tasks of the "captain" and "ship" are preserved.

Recommendations. The game requires a large free space. You can try to play the game simultaneously for 2-3 pairs of "captains" and "ships" (at the same time, for each of them it is better to designate their own pier).


We all have ears

Category Game, entertainment.

Target. Psychophysical release.

Age. 8-12

Number of participants. 6-30.

Material support. Absent.

Rules. The players become in a circle. The host says: "We all have hands." After that, each participant takes his neighbor on the right for left hand, and shouting "We all have hands," the players move around in a circle until they complete a full rotation. After that, the host says: “We all have necks” and the game is repeated, only now the participants hold their right neighbor by the neck. Next, the facilitator lists the various body parts and the players move around in a circle, holding their right neighbor by the named part and shouting or humming: "We all have ..."

Examples and additional material. The enumerated parts of the body depend on the host’s imagination and, for example, can be as follows: arms (separately right and left), waist, neck, shoulder, ears (separately right and left), elbows, hair, nose. They usually end the game with the phrase "We all have heels."Recommendations The game is good to use as a small psychophysical relaxation after hard work. When playing the game, make sure that it does not cause inconvenience to anyone.

Crossing the abyss

Category. Game, competition.

Target. Movement coordination training.

Age. 8-12.

Number of participants. 2 -20.

Material support. Rope (3-5 m).

Rules. A rope unfolds on the ground. All participants are divided into two teams. Players of one team stand in a row, side by side, and hold hands. Each team moves along the rope with an added step (teams start from opposite ends of the rope). The most difficult thing is to disperse along the rope when the teams meet (facing each other). The team whose players have left the rope is considered the loser. In order to win, it is allowed to push the players of the opposite team off the rope.

Examples and additional material. No.

Recommendations. If the game is played outdoors, a chalk-drawn line can be used instead of a rope.


Pop the balloon

Category. Game, competition.

Target. Training of agility and coordination of movements.

Age.8 - 12 .

Number of participants. 2 -20.

Material support. Balloons (one for each participant).

Rules. A balloon is tied to each player's right foot (ankle). After the starting signal, all participants try to burst the balloons of other players and save their own balloon. Participants who burst the balloon are eliminated from the game. The last person left in the game is declared the winner.

Examples and additional material. No.

Recommendations. The game requires a large free space. The thread of the ball should be no longer than 30 cm.

Touch yellow

Target. Reaction speed training.

Age. 8-13.

Number of participants. 5-25.

Material support. Absent.

Rules. The facilitator tells the players the color or characteristics of the object they must touch. Players search the room for an object as quickly as possibleWith such a characteristic and relate to it. Participants who did not have time to complete the task within a certain time give a forfeit. At the end of the game, a raffle is held.

Examples and additional material. Examples of facilitator's instructions: Touch yellow (blue, white...).

Touch the living (not alive).

Touch cold (hot).

Touch ribbed (smooth, rough, sharp).

Recommendations. The host needs to orient in advance in the room and come up with instructions for the players. At the same time, the complexity of the tasks (the prevalence of objects in the roomWith given characteristic) should vary.

After the words “hold my breath,” the children take a breath and hold their breath.I breathe through my nose, I breathe freely, Deeply and quietly, As you please. I will fulfill

task, I'll hold my breath... One, two, three, four - Breathe again: Deeper, wider.

    Breathing meditation

Sit up straight. Close your eyes. Imagine that you are inhaling the fragrance of a flower... The gentle fragrance of a flower... Try to inhale it not only with your nose, but with your whole body. Inhale. Exhalation. The body turns into a sponge: when you inhale, it absorbs air through the pores of the skin, and when you exhale, the air seeps out. Inhale. Exhalation

    Hunting

Children close their eyes. Smell hunters must determine what kind of object is in front of them (orange, perfume, jam, etc.).

4 Diving

You need to take two deep breaths and exhale, and then, after the third deep breath, "dive under the water" and do not breathe, while holding your nose with your fingers. As soon as the child feels that he can no longer "sit under water", he emerges. The exercise is recommended to be performed between different respiratory complexes to avoid dizziness.

5- Ball

Teacherinvites children to imagine that they are balloons. Even: one, two, three, four, - children take four deep breaths and hold their breath. Then, at the expense of 1-8, slowly exhale.

    Locomotive Option 1

Teachersuggests that you first take a breath after each line, then through the line and gradually learn to speak on the exhale.

The locomotive screams: “Doo-doo-oo-oo!

I I'm going, I'm going, I'm going!"

And the wheels are rattling

And the wheels say:

“Yes, yes, yes. Chuff-chuff, chuff-chuff.

Sh-sh-sh, woo!

We've arrived!

Option 2

Accelerate the recitative to the maximum pace, accompanying it with walking in place, turning into a run. Then go to slow pace, and at the end stop with the sound "ph" and relax the whole body.

I can breathe like a locomotive, choo, choo, choo.

I puff, puff to the sound of wheels, chug, chug, chug.

I puff, puff, puff, puff, puff, puff, puff.


“Walking revives and inspires my thoughts. Left alone, I can hardly think; it is necessary that my body be in motion, and then the mind also begins to move, ”admission of the great French thinker J.J. Rousseau perfectly shows the relationship of the brain with movement. Sufficient physical activity is a necessary condition for the harmonious development of personality. Physical exercise contributes to the good functioning of the digestive organs, helping the digestion and assimilation of food, activates the activity of the liver and kidneys, improves the functioning of the endocrine glands: thyroid, genital, adrenal glands, which play a huge role in the growth and development of a young organism. Under the influence of physical activity, the heart rate increases, the heart muscle contracts more strongly, and the release of blood into the main vessels by the heart increases. Constant training of the circulatory system leads to its functional improvement. In addition, during work, the blood that does not circulate through the vessels in a calm state is included in the bloodstream. Involvement in the circulation of a larger mass of blood not only trains the heart and blood vessels, but also stimulates hematopoiesis.

Having worked with children this school year, I got to know them very well. Children love lessons physical culture, with great desire to go to class. They run, jump, squeal in the heat of competitive struggle, worry about each other, support in the fight against an opponent. They help weak children in overcoming the fear of the lesson task set by the teacher. And such children do not lose interest in the lessons, they are drawn to the rest of the children, they also acquire, albeit more slowly, motor skills and abilities. I consider this love of children for physical education lessons, even if a small one, a victory. It is very important to keep this love for movements as long as possible, to instill a desire for healthy lifestyle life, to the perfection of the body and spirit.

Movements are the source of health and high performance. For those who are aware of this, any business will cause only positive emotions.

Raising in children the need to move daily, perform physical exercise With early years, you can lay a solid foundation good health, harmonious development of the child.


Top