Outdoor games in the gym. Games for physical education training for elementary school children

Methodical collection"Games for junior students school age"

Teacher physical culture- Sazonov Alexey Sergeevich
School - MBOU lyceum No. 26, Shakhty, Rostov region

Collection of outdoor games for children of primary school age.

INTRODUCTION TO this collection includes mobile games that can be used on sports activities and while walking kindergarten, in physical education lessons in elementary school, as well as in the preparation of various scenarios sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.
The second part of the collection presents only those games that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

grandpa horn
By purpose and character, it is a kind of game "Trap".
Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.
From among the players, a leader is chosen (“fifteen”), but he is called “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver loudly asks: “Who is afraid of me?”
Playing children answer him in chorus: “No one!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “spot” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

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

Free place
The purpose of the game: the development of speed qualities, dexterity, attention.
A leader is chosen from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of those standing and touches him with his hand. After that, the driver runs in one direction, and the player in the other. Each of them tends to go around the circle faster and take the vacant place. The remaining of the two without a place becomes the driver, and the game continues.

Description: participants move freely around the hall in the basketball stance: straight, right side, left side, back forward, trying not to hit each other. At the signal of the teacher, they perform a two-step stop and assume the basketball player's stance.

The one with the correct stance wins.

Notes: Players who complete the exercise correctly can further evaluate other participants.

"Brother Rabbit, Brother Fox"

Venue: small hall or any venue.

Description of the game: all participants in the game are built in one line. The teacher walks along the line behind the backs of the students and touches one of them - this is a “fox”. Then all the participants (“rabbits”) disperse around the hall and say the following words: “If you drop the bowl, the bowl will break, if the fox’s tail is close, then Lisk is close.”

After these words, the “fox” loudly shouts “Here I am!”, while simultaneously jumping up and raising his arms, after which he catches the “rabbits”. The one whom the “fox” has caught goes to the “fox house”. After the game stops, all its participants are again lined up, and a new “fox” is selected. Game continues.

Note:

  • when choosing a “fox”, students stand with their eyes closed and hands clasped in a “boat” behind their backs. Whom the teacher touches by the hands is the “fox”;
  • if the child does not want to be the driver, he puts his hands on his stomach;
  • if during the first period of the game the participant was caught, then in the next period he cannot be a “fox” (when choosing “fox”, he puts his hands on the stomach);
  • as the game is mastered, the teacher must explain that the “fox” is not only fast, but also cunning, so she must deceive the “rabbits” - not give herself away ahead of time and choose a place in the hall where there are most of the game participants (so that you can immediately hurt one of them)
  • if the “fox” did not shout “Here I am!”, or did not raise her hand (that is, she was not seen or heard), the game stops and a new “fox” is selected;
  • the score is given to the fastest "fox" - she hunted well; to the “cunning fox” herself - for cunning; “rabbits” who have not been caught during the entire game or have been caught, but before that for a very long time and deftly dodged the “fox”.

“Swift deer”

Venue: Sports ground or large hall.

Description of the game: the teacher chooses four drivers - 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.

Note:

  • the number of runs and "wolves" depends on the size of the site and on the number of participants in the game;
  • the caught "deer" can drop out of the game and stay in a specially designated place. They enter the game when they choose a new group"wolves";
  • “wolves” are selected from those participants who were not tagged;
  • assessment is put the best group“wolves” and those “deer” who were not caught during the entire game.

“Bouncers squared”

Venue: sports hall, any lined area.

Description: the participants of the game are divided into two teams, one of which will be in a square of 10 x 10 m, and the other outside it. On a signal, the members of the outside team begin to kick their opponents with the ball.

Notes: The player who has been knocked out must sit on the bench.

Options:

  1. The team that knocks out all opponents in the shortest time wins.
  2. The team that eliminates the most players in a given time wins.

"Jugglers"

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, throwing it from hand to hand, etc. The participant(s) who stays on the court the longest wins.

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

"Swift Team".

Venue: Sports Hall.

Description of the game: 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.

"Team relay on the ground."

Venue: Playground around the school.

Description of the game: participants are divided into two teams. Then both teams conduct an inspection of the terrain along which the relay path will pass, as well as the obstacles that they will need to overcome. If possible, a judge is placed at each stage. After that, the teams draw lots, and one of the teams goes to the start. The finish is determined by the last player. Then the second team starts. The results of both teams are recorded by a stopwatch and at the end of the relay are compared, taking into account penalty points.

Obstacles in the relay race are determined taking into account the sports equipment located on the site.

Between obstacles, the team moves at a run.

"Curl Mice".

Venue: Gym or any venue.

Description: Participants are divided into two teams, each of which forms a circle. A prerequisite for the game is that the participants hold hands tightly and do not disengage until the end of the game. Both teams are in the middle lane. The teacher or a specially selected leader says the following words: “ears, drying, buns, mice, curls”. For each of these words, the team members must “twist”, crawling under each other's arms. The result is a circle-“curl”. Then the driver begins to keep score, and the teams take one step towards the score towards the wall or some landmarks. The first team to reach the goal wins.

Notes:

  • the score is kept slowly so that each of the participants has time to take a step
  • a reference point can be a student (or two students) released from the lesson, who stand with outstretched arms. As soon as he touches one of the approaching team, he raises his hands up, i.e. this team wins.

“Fox hunting”

Venue: The game is played near the school or in any restricted area.

Description of the game: all participants are divided into 2 teams, after which a draw is held. One of the teams becomes "hunters", the other - "foxes". At the signal of the teacher, the "foxes" run away and hide in the area. After 30-40 seconds, “hunters” run after them. The task of the “hunters” is to catch up or find the “fox”, taunt it and lead it by the hand to the “hunting lodge”. The game ends when the “hunters” catch all the “foxes”.

Note:

  • members of the “fox” team put on bibs;
  • “hunters” are in the so-called “hunting lodge” and always stand with their backs to the “foxes”;
  • the starting line for the “foxes” team is 5-10 meters from the “hunting lodge”;
  • “Foxes” are prohibited from: going beyond the boundary lines (fence, etc.), climbing trees, hiding in the school building and refusing to go with the “hunters” if they taunted him. In all these cases, the “fox” player is punished with penalty points and is considered to be caught;
  • "hunters" are forbidden to fight with the "fox" if she does not want to go. In this case, you need to run to the start line and call the number of the “fox” that violated the rules;
  • if the “hunter” taunted the “fox”, then he needs to take her by the hand and bring her to the “hunting lodge”. You can also transfer the “fox” to another “hunter”, and run further to “hunt” yourself. In the same way, you can transfer the number of the “fox” that violated the rules;
  • the winner is the team that, being a team of "hunters" caught all the "foxes" in less time;
  • penalty points are converted into seconds and subtracted from the time taken to catch the “foxes” by the opposing team.

"Hunters, wolves and fir-trees".

Venue: Gym or any venue.

Description of the game: one or more drivers are selected (depending on the size of the site and the number of participants), which are located in the corner of the hall or on the edge of the site - these are hunters. The rest of the participants are wolves. On a signal, the hunters run out of their shelter and try to overpower the wolves (with a ball or hand). The captured wolf does not leave the game, but “transforms” into a Christmas tree - it stops in place and raises its arms like branches. Trees standing nearby can move towards each other, join hands and form a forest. Those wolves that have not yet been tagged can hide behind fir trees or behind the forest, but even in this case they can be tagged. The wolf or several wolves, the last ones to be bitten, wins (they become hunters).

"Ginger cat"

Venue: Gym or Playground.

Description of the game: the teacher chooses one driver - this is the “Red Cat”. He becomes in the center of the hall, and the rest of the participants in the game (“mice”) are located around the “cat” and hold hands. Then the “cat” crouches and covers his eyes with his hands, as if he were sleeping. “Mice” refers to “cat” with these words:

“A sluggish red cat was resting his stomach.

I want to eat, but too lazy to toss and turn.

So the red cat is waiting - maybe the mouse will crawl up!

After these words, the “mice” scatter, and the “cat” catches them. Caught "mice" sit on the bench and "mourn" because the "cat" ate them. The game lasts 10-20 seconds, after which the "cat" chooses a new "cat" from the "mice" that have not been caught!. Then the “eaten mice” re-enter the game, and it continues. The game is played 3-5 times.

Note:

  • The “cat” closes his eyes with his hands so that he does not look in advance at the “mouse” he is about to catch. But the “cat” is allowed to spread his fingers and surreptitiously spy on the “mice”;
  • you can choose two “cats” and even three if the game is played in great hall(in this case, they are located with their backs to each other);
  • as the game is mastered, the actions of the “mice” become more complicated - they can walk in a circle (on their heels, on their toes, etc.) or perform some attention exercises in a circle;
  • the score is given to the “cat” that caught a lot of “mice”, or to the “cat” that ran out very quickly and immediately caught several “mice”; or “mice” that have not been caught during the entire game

"The most accurate team."

Venue: Gym or any venue.

Description: Participants are divided into two teams. Then they are rebuilt in two columns, while taking a stand with legs apart, hands on the shoulders of the person in front. The very first participant holds the ball in his hands. On signal, that player leans forward and rolls him back as hard as possible. The last player receives the ball, runs forward with it and continues the action of the first participant. The team in which the captain with the ball in his hands is again in front of the team wins. A team is awarded one point for a win. After that, other captains are selected, but the scheme of the game changes: the participants close their eyes (either themselves or the player standing in front), and the players with the balls change their location, but at the same time try to be close to each other. On a signal, the rest of the participants open their eyes, run to their captains, line up in the same order and repeat the previous exercise.

The game is repeated 5-6 times, with the captains changing each time. There is no limit to how far the ball carriers can run, but they must be within sight of the other players.

The team with the most points wins.

Notes: the ball is passed only after the last member has entered the column. This player must give some sound command or password to the person in front: for example, “rocket is ready” or any other command.

"Detectives"

Venue: Gym or any sports ground.

Description: all participants are facing the wall. The teacher or the driver hide any small object anywhere (for example, a key). On a signal, the participants begin to look for a hidden object. Whoever finds it first becomes the “best detective”.

Notes: "best detective" can be further driving.

"Round dance"

Venue: Gym or any venue.

Description: All participants are divided into groups, each of which must include both boys and girls. The group joins hands and forms a round dance, while trying to remember each other. Then the participants disperse to opposite edges of the hall (separately: boys and girls) and line up. Then, at the command of the teacher, everyone performs turns or some other exercises, possibly with their eyes closed. At the command “Round dance”, the participants must join their groups. The team that does it faster than the others wins.

Notes: it is advisable to mark the place where the participants of the “Round Dance” are built with chips.

I bring to your attention a selection of several outdoor games for high school students - for students in grades 10-11.

"Kick and head through the net"

Preparation. Two teams of 5-8 people are located on different sides of the net on the volleyball court. Mesh height 180-200 cm.

Game content. At the whistle of the leader, a player of one team interrupts the ball with his foot (from his hands) through the net to the opponent's half. The task of the players, on whose side the ball turned out to be, is to transport it over the net with no more than three kicks or head kicks. If one of the teams makes a mistake, the game stops and the team that made it loses a point or a serve. The score in the game is kept up to 10 points, three games are played.

With a change of serve (after an error by the serving team), the players move clockwise on the court, as in volleyball. After each game, the players change sides of the court.

The team with the fewest penalty points wins.

Rules of the game: 1. The score in the game is kept according to volleyball rules. 2. 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.

"Break the Wall"

Preparation. The court is divided by the middle line. A line is drawn on the front sides of the wall at a height of 1.5 m. The space from the floor to the line is a zone of improvised gates. The players are divided into two teams of 5-8 people. Each, at its discretion, is located on one half of the site.

Game content. A soccer ball is thrown in half way between two players. The ball, which ended up in one half of the field, the players can pass between themselves to choose the right moment to hit the target, which is the lower part of the wall in the opponent's half. The team without the ball organizes a defense against the zone where the ball is located, puts up a “wall”, applies individual interceptions. If the attackers managed to send the ball into the goal area (on the open area - the front line), they get a point. The opponent begins to play the ball and, in turn, tries to complete the attack. The game lasts 10 minutes, after which the teams change sides of the court.

The team with the most points in the set time wins. The game is also played with two balls.

Rules of the game: 1. It is forbidden to cross the middle line, hold the ball with your hands. 2. The ball that bounced off the wall in the field of the kicking team (not touching the defenders) is returned to the opponent. 3. For touching the ball with a hand or three inaccurate hits above the goal line, a free kick is awarded, which breaks from the middle line into the conditional goal, protected by one player. 4. The ball can be held with the foot, body, hit with the head.

"At the ground target"

Preparation. On each side of the volleyball court, two circles with a diameter of 1.5 m are drawn near the attack line. Two teams are located on different sides of the net. Players of the same team have a tennis ball in their right (or left) hand.

The team whose players managed to score the most points wins.

Rules of the game: 1. The game starts at the signal of the leader. 2. The player behind the net, placing a block, tries to interfere with the opponent. 3. For hitting any circle, the attacker gets two points, and if he went around the block, but missed (the ball landed within the area), - 1 point.

"Shootball"

Preparation. Players are located on both sides of the net (as in volleyball). There are 6-8 people in the team.

The player who made a technical error is sent to the opposite side beyond the captivity line. The team loses pitch. The game is restarted. The game lasts 10-15 minutes.

The team with fewer players in the prisoner zone at the end of the game wins.

Rules of the game: 1. The game starts at the signal of the leader. 2. A prisoner during the game (without going out into the field) tries to intercept the ball and perform (without interference from the opponent) a serve to his court. The players of his team with any stroke (out of three) direct the ball back. If they successfully complete the attack, the prisoner returns to his partners, and in case of an error, the second player goes beyond the line of captivity. 3. During the game, members of the attacking team may deliberately send the ball to their captive partners. 4. The game is played according to volleyball rules

Shootout Volleyball»

Preparation. Two teams of 6-8 people are randomly placed, each on its own half of the volleyball court.

If during the game the team makes another mistake (the sixth violation in a row), then one more player is forfeited, etc. 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 opposing player to return to the court commands. 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.

Rules of the game: 1. Errors are recorded according to volleyball rules. 2. After the participant leaves the game, the team that made a mistake serves. 3. Participants return to the game in the order in which they were eliminated (1st eliminated, then 2nd, etc.). 4. Players in teams take turns serving, moving clockwise on the court (as in volleyball).

List of used literature:

  1. Zhukov M.N. Outdoor games: Proc. for stud. ped. universities. - M.: Publishing Center "Academy", 2000. - 160 p.

Outdoor games for younger students.

A selection of outdoor games for the program extracurricular activities"Outdoor games". The material can be useful for teachers primary school, GPA educators.
1. GAMES FOR ATTENTION
alphabetically
In order to better remember the names, in order to train attention and the ability to quickly switch from one task to another, you can play such a game in a company of up to 15 people.
The host invites the guys for a certain amount of time (for 10, 15 or 20 seconds) to change places like this:
- so that all names are arranged alphabetically;
- so that everyone stands by the color of their hair (brunets on the left, blondes on the right);
- so that everyone stands in height (left - small, right - large).
Note. These exercises can be even more fun if there are wide benches, sofas, or very stable sturdy chairs. Then the guys must complete the tasks, standing on the benches, and cross without stepping on the floor.
Age: from six years old
The game develops: attentiveness, coordination
Number of players: 5 or more

Three, Thirteen, Thirty
Three, Thirteen, Thirty - a game that develops the attention and quick reaction of children well. It can be used at school for physical education minutes for elementary school students.
The participants in the game stipulate in advance: which of the numbers - which action means. Players are built in a line at a distance of arms extended to the sides.
If the driver (teacher) says "three" - all players should raise their hands up, with the word "thirteen" - hands on their belts, with the word "thirty" - hands forward, etc. (You can think of the most different movements). Players must quickly execute the appropriate moves.
Age: from six years old
The game develops: attentiveness, reaction

colored flags
The purpose of the game: the development of motor and communication skills, attention.
Attributes: 5 flags of different colors.
Game progress: 5 circles with a diameter of 2 m are drawn on the playground at a distance of 1 m from each other. Players are divided into 5 teams. Each team stands in its own circle. In the center of each circle is a player with a colored flag in his hands.
At the leader's signal, the players scatter around the court. At the second signal, they stop and close their eyes. At this time, players with flags change places; On the third signal, the players open their eyes and quickly look for their flag. The winners are those players who returned to the flag of their color earlier than others.
Special Notes: If a player opens his eyes, his team is considered the loser.

false mirror

Attributes: 6 ropes.
Game progress: the game begins with the leader showing different jumps with a rope: jumping with crossed legs, jumping with high knees, double jumps, etc. Then the players stand in pairs, opposite each other, and try to repeat all the shown movements of the leader . The player who made a mistake leaves the game and is replaced by the next one.
Special remarks: a player who has not made a single mistake becomes the new driver.

"Sherlock Holmes"
The host ("Sherlock Holmes") and 3-5 "criminals" are selected. The younger the children, the fewer "criminals". "Criminals" stand in front of "Sherlock Holmes". "Sherlock Holmes" carefully examines the "criminals" for several seconds (20-30) and leaves the room. The "criminals" make five changes in their clothes and posture. The returned "Sherlock Holmes" must find in everyone his five changes. The player in whom the "detective" found all five changes must fulfill any desire of "Sherlock Holmes". The one who does not have at least one change defined becomes "Sherlock Holmes" himself.

"Confusion"
Choose a driver. All other players stand in the room holding hands. The driver leaves the room, and the rest of the players begin to move relative to each other, but without taking their hands off (get confused). Then they invite the driver to the room. He must determine in what order the players were originally. Repeat the game several times, changing the driver.

"Cosmonauts"
On the site in different parts we draw the contours of the rocket. They should be a few pieces less than the players. All children join hands. They go in a circle with the words: “Fast rockets are waiting for us to walk around the planets. Whatever we want, we'll fly to such! But there is one secret in the game: there is no place for latecomers!” As soon as the last word is said, the children scatter, trying to take an empty seat in the "rocket". Latecomers gather in the center of the circle. We celebrate those children who have never been late for the "rocket"

"Crows and Sparrows"
On lines 3 - 5 m from each other, the teams are located in ranks with their backs to each other. One team is the Ravens, the other is the Sparrows. At the signal of the “crows”, the team of the same name runs away, while the other tries to catch up and “bash” the escaping to a certain mark. The winning team is the one that knocks down the most players from the other team.

Cones, acorns, nuts
A mobile game that children really like.
Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.
The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place.
If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.
Age: from six years old
The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more
Place of play: street

Birds, fleas, spiders
The group is divided into two teams. Each team, secretly from the other, decides who it will be - "birds", "spiders" or "fleas". Two teams stand in lines in the center of the hall facing each other with a gesture denoting the chosen animal.
Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not have time to reach the opposite wall goes to another team.
Age: from six years old
Purpose of the game: relaxation, concentration
Number of players: 10 - 30
Place of play: spacious safe room

White bears
Polar bears - an outdoor collective game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.
On the edge of the site, which is the sea, a small place is outlined - an ice floe, on which the driver - "polar bear" stands. The rest of the "bears" are randomly placed throughout the site.
"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another.
Two caught "bear cubs" join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one finds himself between the hands, and shout: “Bear, help!”.
"Bear" runs up, taunts the one he has caught and takes him to the ice floe.
The next two caught also join hands and catch the rest of the cubs.
When all the "bears" are caught, the game ends.
The last player caught wins and becomes the polar bear.
Note. The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until the "bear" has taunted it. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.
Age: from six years old
The game develops: dexterity, reaction, fantasy
Number of players: 7 or more

3. ENDURANCE GAMES
"Homeless Bunny"
An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players - hares, draw a circle for themselves, and stand inside.
The homeless hare runs away, and the hunter catches up with him. The hare can escape the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he becomes homeless, and the hunter will hunt him. As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.
Age: from six years old
The game develops: mindfulness, endurance, thinking, reaction
Number of players: 3 or more

Give me a hand
Before the game, children choose an area beyond which they cannot run out.
One leader is chosen - a tag, the rest of the players freely move around the site.
Salka begins to catch players who run away from him, with the children eager to join hands with the closest player.
Hand in hand, they stop facing each other. In this case, the tag does not have the right to tag them.
If the tag caught up with a single player, they switch roles.
Age: from six years old
The game develops: mindfulness, endurance, dexterity, reaction

"Who will win"
The game is similar to the mobile game "Drag and Drop"
2 participants.
The ground plane is divided by a line. Opponents are on both sides.
They take the stick with both hands.
Task: drag the opponent to your side.

british bulldog
Playing affects the stamina and reaction of the child.
Children assign two catchers ("bulldogs"). "Bulldogs" stand on one side of the site, and all the others - on the opposite side. At the signal of one of the "bulldogs" all players must run to the other side. But so that the player is not caught by the "bulldogs".
The game continues until all the runners turn into bulldogs.
Age: from six years old
The game develops: endurance, reaction, strength
Number of players: 4 or more

"Standr"
Purpose of the game: to develop endurance, accuracy, to cultivate honesty.
Materials needed for the game: a ball, volleyball is better, but rubber is also possible.
Rules of the game: To start the game, you need to choose a driver, this can be done using a counter. The leader holds the ball in his hands. All players gather near the driver. The driver throws the ball as high as possible. At this point, all the players scatter in different directions. The driver must catch the ball and as soon as the ball is in his hands, he shouts: “Standr!”. All players must stop at the place where this team found them. The driver must hit one of the players with the ball. The salted player becomes the driver, and the driver becomes the player, and the game continues. The game can go on until it gets boring.

"Change of Places"
Purpose of the game: development of jumping ability and jumping endurance.
Materials needed for the game: chalk to mark the start (finish) line
Game progress: All players are divided into two teams. Two lines are marked along the edges of the site - these are the so-called "houses". Both teams stand in lines facing each other on opposite sides of the site, behind the lines of their "houses", crouch and put their hands on their knees.
On a signal, all players jump from a deep squat, moving forward, trying to quickly cross the line of the opposite "house". The team whose players gather behind the opposite line first wins. Both teams then jump into reverse side, but the player who last crossed the line does not take part in the game, he is out of the game. This game can continue until there are 2-3 hardiest jumpers left on the court. The team with the most jumpers left wins. You can continue the competition, and then you can determine the best jumper.
Teams can be mixed, or they can consist only of boys or girls (if there are enough participants).
This game is suitable both for playing in the gym and for playing in the yard.

jump ropes

Required materials and visual aids: skipping ropes.
Game progress
Players jump rope in various ways: on 2 legs, on 1 leg, etc. The one who lasts the longest wins.

Classics
Purpose of the game: develop physical strength and endurance.
Necessary materials and visual aids: chalk, bat.
Game progress
Hopscotch is drawn on the playground. Players must, jumping on 1 foot and pushing the bat in front of them, jump from 1st to 10th grade. If the bat flies out of the classics, the player gives way to the next one. The player who jumps through all the classes first wins.

4. GAMES FOR THE DEVELOPMENT OF ATTENTION, INTELLIGENCE, CREATIVE IMAGINATION
Ocean is shaking
Children go in a circle and say the words: “The sea is worried - one, the sea is worried - two, the sea is worried - three, freeze in place! » At the last word, the children stop and “freeze” in the pose of a sea animal. The host or the child tries to guess the name of these animals.

What are you doing?
Children choose the "mistress of the house" and, standing in a circle, draw circles around themselves - houses. The "mistress" bypasses the players and entrusts each of them with housework. For example: chop wood, mow hay, wash clothes, bake pies, etc. Children complete tasks. The “mistress” stands in the center of the circle and says: “And now we will hammer nails together! » Children do everything that the “hostess” asks. Suddenly, the “hostess” points to one of the children and asks: “What are you doing? » The child must name the work that he was assigned to do at the beginning of the game. After that, the "mistress" gives everyone new tasks.

figures
One of the players is assigned as the leader. Children run around the hall, at a signal they stop, depicting the frozen figures of an athlete, a working person, an animal, a bird, etc. The driver walks among the figures and chooses the most successful one. Children who took the most difficult poses are noted.

In an even circle
Children form a circle, inside of which there is a driver. Moving left (right) in a circle, the children pronounce the words:
In an even circle, one after the other.
Hey guys, don't yawn!
Everything that Kolya will show us
Let's repeat together!
The driver shows some kind of movement (jumps, rotates his arms, crouches, etc.). Children must repeat it exactly. After that, a new driver is appointed, and the game is repeated.

Air, water, earth, wind
Children form a circle leading in the middle. Approaching one of the children, the leader says one of four words: “air”, “water”, “earth”, “wind” - and counts to five. During this time, the child must come up with and show (depending on the word that is given to him) a bird, fish, animal, or circle in place (wind). Who did not have time to do this, out of the game.

Repeat
One of the players shows the movements of an animal, such as a bunny. The next one repeats the movements of the bunny and adds the movements of another animal - the fox. And so each next player, having performed the movements of all the animals shown earlier, adds one more, new one from himself. The list of animals is growing. The one with the best memory and imagination wins.

Exhibition of paintings
The host appoints three "visitors", the rest of the children are "pictures". On a signal: “Prepare an exhibition! "- children consult with each other what pictures they will depict (skier, skater, swimmer, equestrian, goalkeeper). The picture can be depicted by two or three of us: a Christmas tree for a non-bunny, a fairy tale “Turnip”, etc. After a few seconds, the teacher announces: “Open the exhibition! » Children stand along the playground and assume the intended positions. "Visitors" inspect the "exhibition" and mark the most successful "pictures". On a signal: “The exhibition is closed! » - children take free poses.

5. GAMES FOR THE DEVELOPMENT OF JUMPING, AGGRESSION, COORDINATION OF MOVEMENT
Fishing rod
Purpose of the game: development of dexterity, coordination of movements.
A leader is selected from the total number of players. The rest of the players stand in a circle with a diameter of 3-4 m.
The driver becomes the center of the steep. He is holding a rope 2 m long with a bag of sand tied to the end. The driver rotates the rope so that the sandbag flies above the floor at a height of 5-10 cm.
Each of the players must jump up and skip the flying bag. The one whom the driver touches with a flying bag receives a penalty point. Counted up total number penalty points after the bag completes 8-10 full circles. The winner is the one whom the rope has never touched on the legs.
After changing the driver, the game starts over.

Jumpers - sparrows
Great children's game. First, a circle is drawn on the asphalt with chalk.
In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows".
They jump into the circle and jump inside it. Then they also jump out of it.
The "crow" tries to catch the "sparrow" when it jumps inside the circle.
If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.
Age: from six years old
The game develops: attentiveness, dexterity, thinking, reaction
Number of players: 3 or more

Bricklayers and masons
The purpose of the game: the development of motor, communication skills, dexterity.
Game progress: 2 "masons" are selected from the players. The rest are "bricks". The "bricks" scatter around the site, and the "masons" begin to run after them and try to knock down one of the "bricks". Each “mason” leads the salted “brick” to one place and leaves it there. The “mason” puts the next greasy “brick” next to the first one - a “wall” is formed.
The “mason” wins, whose “wall” will be longer, that is, he will knock down more “bricks”.
Special remarks: salted "bricks" should not run away from their place.

"Through the stream"
The purpose of the game is to develop physical strength and endurance.
Necessary materials and visual aids: chalk.
Game progress
A stream is drawn on the playground, which gradually expands towards the end. Players are invited to jump over the stream: first through its narrow place, then where it is wider and wider. If the players succeed, they need to be praised.

"Bouncers"
Active ball game. Two leading players are selected who stand with the ball at a distance of 10 - 15 meters from each other. The rest of the players run between the drivers from one to another. Drivers, throwing the ball to each other, try to hit one of the players. Whoever gets hit is out of the game. However, players may try to catch the ball. Each ball caught returns one of the eliminated balls to the playing field. The task of the drivers is to “knock out” all the players from the game.

"Carousel"
The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied). 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
The carousels started spinning.
And then around and around
All run, run, run.
The players move slowly at first, and after the words "run" they run. At the command of the leader: "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 with last words stops. The players put the rope on the ground and scatter around the site. On a signal, they rush to “sit down on the carousel” again, that is, take hold of the rope with their hands, and the game resumes. You can take places “on the carousel” only until the third bell (clap). A latecomer does not ride the carousel.

6. BALL GAMES
"Go Balls"
Place five or six stuffed balls on the same line at intervals of 0.5-1.5 m. The player remembers the location of the balls, turns around and moves backwards. The task is to go around and not touch the balls. Whoever completes the task is the winner. The location of the balls changes every time.
Options. 1. Increase the number of balls (for older students). 2. Move backwards, stepping over the balls. 3. Move backwards with a blindfold.

"Pass the ball"
The player, moving along the floor, must pass the ball with basketball dribbling along the rail of the gymnastic bench. The player who manages to do so wins.
Options: the same, but the player moves along the rail, and the ball dribbles along the floor.

"Hit the ball"
The players are divided into two teams and line up facing each other. The distance between the lines is 8-10 m. There is a volleyball in the middle of the stool. Each player has a small ball. At the signal of the teacher, the players of one team perform throws, trying to knock down the volleyball. If someone manages to knock down the ball, then the team counts 1 point. Then the other team starts throwing. The team with the most points wins.

"Bounce down"
At 2-5 m from the wall (the distance depends on the age and experience of the players) they put a town, a pin, an inflatable toy. Task: throw the ball against the wall so that, when it bounces, it knocks down the installed object. Who will have more successful attempts out of five? Who will need fewer attempts to knock down an object five times?
You can throw the ball from anywhere.
Option: put a box, box, basket at some distance from the wall, put a hoop. Objective: To hit the target with the ball.

"Don't drop the ball"
At the start line, each participant in the game receives two sticks. Then the players become pairs and pinch the ball with sticks so that it does not fall. Each pair must run faster than their opponents without dropping the ball. If the ball fell, you need to stop, pick it up, put it on sticks and run again. Running distance 15-20 m.
"Throw and Catch"!
The player holds the ball behind his back with both hands. Leaning forward, he throws the ball over his head up and forward. Now you need to have time to straighten up and catch the falling ball. Each is given, say, five attempts. The one with the most successful attempts wins.
Variants of the game: you can throw the ball against the wall (if there are no windows) from a distance of several meters - and catch it when it bounces; you can throw the ball on a sloping roof (shed, garage, shed) - and catch it when it rolls down.
The game can be complicated. For example, a task is given: before catching the ball, you need to clap your hands several times. Or make a full turn around (when the ball is thrown against the wall or thrown onto the roof).

"Hunters and Ducks"
Purpose of the game: development of the eye, dexterity.
A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).
All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside the circle, and "hunters" behind the circle. The Hunters get the ball.
On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.
When all the "ducks" are knocked out, the teams change places.
Variant of the game: 3-4 "hunters" are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.
On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.
Knocked out "ducks" are out of the game. The "hunter" who knocked out wins largest number"ducks".

"Paints"
Participants of the game choose the owner and two buyers. The rest of the players are paints. Each paint invents a color for itself and quietly calls the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers.
Buyer knocks:
Here! Here!
- Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.
If there is no blue paint, the owner says: "Go along the blue path, find blue boots."
If the buyer guessed the color of the paint, then he takes the paint for himself.
There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most colors wins.
Rules of the game: The buyer who guessed more colors becomes the owner.

"Herd"
The players choose a shepherd and a wolf, and everyone else chooses a sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep loudly call the shepherd:
Shepherd! Shepherd!
Play the horn!
Drive the herd into the field
Walk freely!
The shepherd drives the sheep to the meadow, they walk, run, jump. At the signal of the shepherd: "Wolf!" - all the sheep run into the house on the opposite side of the site. The shepherd gets in the way of the wolf, protects the sheep. Everyone caught by the wolf is out of the game.
Rules of the game: During the run, the sheep cannot return to the house from which they left. The shepherd only shields the sheep from the wolf, but does not stop him with his hands.

"Two Frosts"
The players are located on one side of the site, in the middle there are two drivers - two Frosts. Frosts turn to the guys with the words: “We are two young brothers, two Frosts are daring!” One of them, pointing to himself, says: "I am Frost - blue nose." Another: "I am Frost - a red nose." And together: "Which of you will dare to set off on a path-path?" All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the children run across to the other side of the playground. Drivers try to “salt” those who run across, “salted” remain in the place where they were “frozen by Frost”.
During the following runs, the players can help out the “frozen” guys by touching them with their hands. After several dashes, other Frosts are assigned. Those children who never got to the Frosts are noted, as well as the best pair of drivers ..

"Ring"
The driver is chosen, he is given a "ring" - any small object. Participants stand in a row, holding their palms "boat" in front of them. The driver goes through the entire row, putting his palms into the palms of each participant. At the same time, it imperceptibly leaves a "ring" in the palms of any participant. Having passed everyone, the driver says: "" Ring, ring, go out onto the porch "". The task of the owner of the "ring" is to run forward, the task of all other children is to try to predict the owner of the "ring" and not let him out of the row.

"Brook"
Break into pairs randomly. The couples are located one after another, holding hands, raising their closed hands up, as if forming a roof. The driver passes under closed hands and chooses a partner for himself. The new couple stands behind, and the freed participant in the game enters the stream and looks for a mate, etc.

"At the bear in the forest"
The bear, chosen by lot, lives in the forest. Children go to the forest for mushrooms, singing a song:
At the bear in the forest
I take mushrooms and berries!
The bear is disgusted
Frozen on the stove!
When the players uttered the last words, the bear, which had been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. Caught becomes a bear. Rules of the game: The bear leaves the den only after pronouncing the last words of the song. Children, depending on the behavior of the bear, may not immediately run to their house, but tease him with a song.

"Owl and birds"
Before starting the game, children choose for themselves the names of birds whose voice they can imitate. For example: dove, crow, goose, duck, cuckoo. The players choose an owl. He goes to his nest, and those who play quietly, so that the owl does not hear what kind of birds they will be in the game. Birds fly, scream, stop and squat. Each player imitates the call and movements of the bird he has chosen. At the signal "Owl" all the birds try to take places in their house. If the owl manages to catch someone, he must guess what kind of bird it is. Only a correctly named bird becomes an owl.
Rules of the game: the houses of birds and the house of an owl must be located on a hill. Birds fly into the house on a signal or as soon as an eagle owl catches one of them.

"Zarnitsa"
Children stand in a circle, hold their hands behind their backs, and one player - dawn - walks behind with a ribbon and says:
Zarya-lightning
Red girl.
Walked across the field
Dropped the keys.
golden keys,
Blue ribbons
entwined rings,
Went for water!
With the last words, the leader carefully places the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.
Rules of the game: Runners must not cross the circle. The players do not turn until the driver chooses who to put the tape on their shoulder.

"Wandering Ball"
All players. In addition to the driver, they stand in a circle at arm's length. They pass each other a big ball. The driver runs outside the circle and tries to touch the ball with his hand. If he succeeds, he goes to the place of the player in whose hands the ball was, and the player goes out of the circle.
The game is repeated.
Rules of the game: When passing the ball, the players must not move. You can’t pass the ball through one, you can only pass it to a nearby player. The driver is not allowed to enter the circle. The ball can be passed in any direction. The player who dropped the ball becomes the driver.

"Owl"
Game content. At the signal of the leader: "The day is coming, everything comes to life!" - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" go hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.
Then the "owl" returns to its nest again and the children again begin to frolic freely on the playground.
Players who have not been caught even once win. You can also note the best driver - who caught more players.

8. RELAYS
Animal Relay
The players are divided into 2 - 4 equal teams and line up in columns one at a time. Players in teams take the names of animals. standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the leader, the team members must jump to a given place in the same way as real animals do. The team of "wolves" run like wolves, the team of "hares" - like hares, etc.

unload the car
Children are invited to unload "cars" with "vegetables". Cars are placed against one wall, and two baskets are placed opposite them against the other wall. Near the baskets, one player stands up at a time and, on a signal, they run to the cars. You can carry vegetables one at a time. Vegetables should be the same in all machines, both in quantity and volume.
Other members can then "load" the machines; In this case, the players stand at the cars, run to the baskets on a signal and transfer the vegetables to the cars.
Cars can be boxes, chairs; vegetables - skittles, cubes, etc.

Passed - sit down!
The players are divided into several teams, 7-8 people in each and are built for common line start in a column one at a time. Captains stand in front of each column facing it at a distance of 5 - 6 m. Captains receive a volleyball. 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 lifts it up, and all the players of his team jump up. The team with the fastest players to complete the task wins.

turnip
There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with a picture of a turnip.
The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Plant and Harvest
Number of players: 2 teams of 4
Optional: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.
1st participant "plows the ground" (puts hoops).
The 2nd participant “plants potatoes” (puts potatoes in a hoop).
The 3rd participant “waters the potatoes” (runs around each hoop with a watering can).
The 4th participant “harvests” (collects potatoes in a bucket).
The faster team wins.

Running "centipedes"
The players are divided into two or three teams of 10-20 people and line up at the back of each other's heads. Each team receives a thick rope (rope), which all players take with their right or left hand, evenly distributed on both sides of the rope. At the signal of the organizer, the "centipedes" run forward 40-50 meters to the "finish", all the while holding on to the rope.
The victory is awarded to the team that first ran to the finish line, provided that none of its participants unhooked from the rope while running.

Bibliography
1. Lyakh, V. I. My friend physical education. 1–4 cells - M .: Education, 2005.
2. Buylin Yu.F., Portnykh Yu.I. Mini basketball. M., 2000
3. Galitsky A.V. Journey to the land of games. M., 2001
4. Klusov N.P. Handball. M. 1996
5. Approximate programs of extracurricular activities. Primary and basic education. second generation standards. Moscow "Enlightenment" 2011
6. Lyakh V.I., Meikson G.B. Comprehensive program physical education of students. M., 2002
7. Kovalko V. I. "Health - saving technologies", Moscow "Vako", 2004
8. Kovalko V.I. Lesson developments in physical education grades 1-4: Guidelines, practical materials, lesson planning. - 2nd ed., Rev. - M .: VAKO, 2005.
9. Internet resources

Outdoor games in high school are mainly used to improve overall physical fitness, as well as for special sports training for teenagers.

It should be remembered that at the age of 15-17 (grades 10-11) the growth and development of the body continues. The processes of ossification of the skeleton, the increase in muscle strength and development internal organs are not finished yet. In the activity of the nervous and cardiovascular systems, there is some imbalance, increased excitability. The endurance of the body of boys and girls aged 15-17 is less than that of adults.

Body weight in young men is added mainly due to an increase in muscle mass; they do not have a lag in the development of muscle strength in relation to weight. The muscular system of girls develops more slowly than that of boys (in particular, the muscles of the shoulder girdle are weak). The body weight of girls increases due to the length of the body, the development of the pelvic girdle and body fat.

A comparative assessment of the ratio of the length of the body and legs of girls aged 15-17 shows that, with a relatively longer body length, their legs are shorter than those of boys; so their stride length is shorter. And data comparing body weight and lung capacity reveal that these figures are lower in girls.

In older schoolchildren, the ability for abstract thinking and analysis of their actions and the actions of others increases significantly. Many young men and women finally develop an interest in practicing one or another sport, so they are attracted to outdoor games that allow them to improve in the chosen sport.

Quite accessible and interesting for them are outdoor games complicated by the relationship of participants, built on the implementation of techniques and actions that are significant in difficulty.

Systematically organized outdoor games with proper conduct render positive influence on the dynamics of physical development and improvement of the motor abilities of those involved.

Taking into account that at this age the development of the musculoskeletal system has not yet ended, prolonged unilateral force stresses should not be allowed in games. Also contraindicated are increased loads in games with running and jumping, overstrain, overtraining, which can damage the nervous and cardiovascular systems of boys and girls. However, in order to increase the overall physical development and improve motor skills, it is quite possible to conduct games with repeatedly repeated active actions of the participants for quite a long time. At the same time, it should be taken into account that the physical capabilities of girls in playing activities that require the manifestation of strength, speed, coordination of movements and endurance are less than that of boys.

Outdoor games such as duels (with the struggle of two, three or more players for place, time, result), in which each participant can directly influence the actions of the other, are best played in such a way that "rivals" of the same sex compete. However, in such exercise games, where it is necessary to show strength, speed or coordination of movements under the conditions of alternate performance of tasks without direct approach to the "enemy", teams of players can also take part in a mixed sex composition. At the same time, in order to equalize the chances of winning before the game, it is desirable to establish lower requirements for girls in terms of difficulty and complexity.

The leader needs to pay attention not only to the size of the teams, which should be approximately the same, but also to ensure that the number of boys and girls in each team is approximately equal. In this way, some equality of teams in terms of strength is usually achieved. But, sometimes, depending on the nature of the outdoor game and the fitness of the players, teams of equal strength can be made up even with an unequal ratio of boys or girls in each.

In games for girls, jumps associated with strong body shaking, sharp, jerky hand movements, actions with a high power load, especially on the shoulder girdle, should be excluded. Girls should refrain from participating in outdoor games (especially from competitions in games) on the days of the menstrual cycle.

The leader must instill in high school students such an attitude towards outdoor games, so that they are perceived by them as a serious matter. It should be explained that this or that game is included in the lesson purposefully and has educational and training value. Consciously performing game tasks, students will engage in outdoor games with increased interest and better discipline.

In case of unsuccessful performance of one or another technique, tactical action, students should be encouraged to repeat attempts, thus accustoming them to achieve positive results in hard, persistent training.

Boys and girls of 15-17 years old are sometimes embarrassed to actively express themselves in games, individually perform certain tasks when their turn comes up. Especially often this happens when classes are in groups mixed by gender. Some, out of fear of seeming clumsy or slow, sometimes deliberately play “not at full strength” or, at crucial moments of the game, deliberately allow “awkward” movements in order to arouse laughter and thereby divert the attention of their comrades from a proper assessment of their actions in the game; others simply avoid "dangerous" positions in games or play inactively. The leader should approach such students tactfully enough and not put them in an uncomfortable position in front of their comrades, but offer them feasible and accessible roles and tasks. The lagging behind players must be encouraged to improve their game actions, to be active during the game. In this regard, one will benefit from a word of encouragement spoken by the manager, another will benefit from a duel with the best player deliberately organized by the leader, a third will respond to a remark made in a stern tone, and so on.

Given the special inclinations of individuals involved in certain sports, it is useful to give them recommendations on independent use outdoor games, which can contribute to the consolidation and improvement of skills and abilities in the chosen sport.

List of used literature:

  1. Zhukov M.N. Outdoor games: Proc. for stud. ped. universities. - M.: Publishing Center "Academy", 2000. - 160 p.

Top