Rope under your feet. His up, heralding the end of the game by his team. Relay games, team games

Target: teach children to run in all directions, dodging traps. Develop speed of movement, reaction, the ability to act on a signal.

Game progress:

The children are on the playground, Lovishka is in the middle of the playground. On a signal - one, two, three - catch1 - all the children scatter around the playground, dodging the trap. The one that Lovishka has stained steps aside.

Option 2:

The trap cannot catch the one who managed to sit down.

3 option:

You can not catch someone who managed to stop and stand on one leg.

4 option:

The trap must hit the fleeing with the ball.

5 option:

It is impossible to catch those children who managed to stand on some towering object in time.

Mobile game "Rope"

Target: teach children to run fast, trying to pull the rope. Develop speed and agility.

Game progress:

A rope is placed on the floor, 1 m long. flags are placed at a distance of 5-6 m from its ends. Two children stand at the ends of the rope facing their flags. At the signal: “One, two, three, run,” the children each run to their own flag, run around it, return and pull the end of the rope. The one who manages to do it first wins.

Option 2:

A rope is placed under two chairs, standing back to each other, the children sit on the chairs while the music is playing, the children run around the chairs, as soon as the music stops, the children should sit on their chair and grab the end of the rope whoever did it first won.

Mobile game "Relay in pairs"

Target: to teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Game progress:

Children stand in 2 columns in pairs behind a line on one side of the playground. On opposite side landmarks. On a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. That column wins, the players of which complete the task faster and do not separate their hands while running.

Complication:

children stand with their backs to each other and clasp their elbows.

Mobile game "Don't get caught"

Target: to teach children to jump over the cord on two legs forward, backward, waving their arms, pushing their legs. Develop dexterity. Strengthen the arches of the feet.

Game progress:

Children are located around the cord laid in the form of a circle. There are two drivers in the center. At the signal of the teacher, the children jump on two legs into a circle, and jump out as the traps approach. Anyone who has been tarnished receives a penalty point. After counting those caught, the traps change and the game resumes.

Complication: children jump into the circle on one leg or sideways.

Mobile game "Frogs and Heron"


Target: teach children to jump in place from a deep squat, jump over a rope located at a height of 15cm, different ways: with two legs, one, from a running start, trying not to catch the heron. Develop dexterity, speed of movement.

Game progress:

In the middle of the site, a swamp is designated, pegs -15 cm high are driven in. they hang a rope with Georgian women on them so that it does not sag. Away from the swamp is a heron. Frogs jump in the swamp, catch mosquitoes. At the signal "Heron!" -she steps over the rope and starts catching frogs. They can jump out of the swamp in any way: pushing off with two legs, one leg, running. Caught frogs go to the heron's nest.

Stepping over the rope is considered caught, you can only jump over.

Complication: introduce the second heron, raise the rope to a height of 20 cm.

Fun starts in 1st grade 2014

Compiled by a primary school teacher

MBOU secondary school No. 179

Migalatiy Olga Pavlovna

Goals:

Propaganda healthy lifestyle life.

The development of the child's personality on the basis of mastering physical culture.

Raising a sense of collectivism, camaraderie, mutual assistance, creative thinking.

PROGRESS OF THE GAME.

We are starting the funniest of all sports and the most athletic of all fun games- Happy Starts! And our gym turns into a fun stadium! Competitors will compete in strength, agility, ingenuity, speed!

If you want to become skilled

Strong, smart, brave,

Learn to love jump ropes

Hoops and sticks.

Never be sad

Hit the target with balls.

Here is the secret of health -

To all friends - physical education hello!

1 relay.

"Warm-up".

Run to the opposite side of the hall, going around the skittles; climb into the hoop and run back.

2 relay.

"Tumbleweed".

Run forward and with the help of a gymnastic stick roll the ball to the limit sign and back.

3 relay.

"Friendship".

Holding a large inflatable ball with their foreheads and holding hands, two team members run to the limit sign and back. At the start line, the baton is passed to the next pair.

4 relay.

"Gatherings"

Team members sit on sports benches in the back of each other's heads and pass two inflatable balls to the player sitting behind. The last one with the balls runs, sits forward and passes the balls again. The relay continues until the players are in their places.

5 relay

"Collect Cubes"

Props: baskets, cubes, hoops.

Game description: Teams stand in a column one after another on the start line. In the hands of the guide is a basket of cubes. Hoops lie 10-15m from the start line. At the whistle, the guide runs, runs to the hoop, pours the cubes into the hoop and runs back to his team with an empty basket, giving the basket to the next player, and he stands at the end of the column. The next one runs with a basket, collects cubes and runs to his team. The first team to complete the task wins.

6 relay. "Rope under your feet"

The first participant runs with the rope in his hand to the chip, runs around it, runs back, gives one end of the rope to the second participant and together they carry the rope under the feet of all the participants who jump over the rope, the first participant remains at the end of the column. The second participant runs with the rope to the chip, runs around it, returns, gives one end of the rope to the third participant, remains at the end of the column, etc.

7 relay

"Mysterious"

The teams take turns guessing the riddles:

1) Throw it into the river, don't drown, hit the wall, don't moan,

You will throw on the ground, it will fly upwards. (Ball)

2) They beat me on an empty stomach - unbearable,

Players are aptly pouring in, cuffs kick me. ( Soccer ball)

3) When spring takes its toll, and the streams run ringing,

I jump over her, well, she jumps over me. (Rope)

4) When this friend is with you, you can without roads,

Walk north and south, west and east. (Compass)

5) I run with the help of two legs while the rider sits on me.

My horns are in his hands, and speed is in his feet.

Only I am stable on the run, I can’t stand for a second. (Bike)

6) I decided to become a strongman,

I hastened to the strong man:

Tell me about this

How did you become a strongman?

He smiled back.

Very simple. Many years,

Every day, getting out of bed,

I lift ... (Dumbbells)

7) There is a lawn in our school,

And on it goats and horses.

We are tumbling here

Roughly forty-five minutes.

At school - horses and a lawn?!

What a miracle, guess what! (Gym)

8) Beardless and not white,

Smooth, hairless body,

iron hooves,

As if dug into the ground

He does not bleat, does not make noise,

Where they put it, it stands there;

They don't move it - they jump over it. (Projectile - goat)

Host: So our game is over. All team members showed their dexterity, strength, speed. And most importantly - got a charge of vivacity and a lot of positive emotions! Go in for sports, strengthen your health, develop strength and endurance!

"Calling Numbers"

Preparation. The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. If the room allows and there are few players, you can build them in two lines facing the same direction on the same line. At a distance of 2 m from the building line of the players (start line), a finish line is drawn parallel to it.

The team that gets large quantity victory points.

Rules of the game. 1. To arouse interest among the players, the game can be diversified by introducing new elements: start - high, low, crouching from the stop with your back to the start line, sitting on the floor, etc .; while overcoming the distance: jumping over obstacles, climbing into the hoop with the left (right) side, throwing the ball into the basket, etc. 2. In case of violation of the rules of the competition, the player is given a penalty point, and his team is deducted one point from the total amount scored.

"Rope under your feet"

Preparation. The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. The distance between players in a team is one step, and the distance between teams is 2m. The guiding players in the columns receive a short jump rope (rope).

Game content. At the signal of the leader, the guide passes one end of the rope to the one standing behind, both players carry the rope under the feet of the entire column (the rope should not touch the ground (floor)). All participants standing in a column jump over a rope. The guide (the player who started the game) remains behind, and the one who helped carry the rope (second number) runs forward. He gives the free end of the rope to the third, and the rope is again held under the feet of everyone standing in the column. Now the second number remains at the end of the column, and the third one runs forward, etc. During the game, all players must pass the rope under the feet of the members of their entire team. The game ends with the player who was first at the beginning of the game. His task is to become the head of the column as quickly as possible and lift the rope up.

Rules of the game. 1. Players are not allowed to touch the rope with their feet. 2. Each player must jump over the rope. 3. For each violation of the rules, teams are awarded penalty points.

"Penguin Run"

Preparation. The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. The first players hold a volleyball or stuffed ball between their legs (above the knees).

Rules of the game. 1. The game starts at the signal of the leader. 2. If the ball fell to the ground (floor), you need to pinch it with your feet again and continue the game.

"Absolutely on target"

Preparation. A line is drawn in the middle of the site, along which 10-15 chips (towns) are placed. The players are divided into two teams, lining up one behind the other on one side of the court facing the chips. The participants in the front line stand behind the start line and receive a tennis ball each.

Game content. At the set signal from the leader, the players in the first rank throw the balls at the chips, trying to knock them down. Downed chips are counted and placed by the participants in their place. The ball is picked up by the one who carried out the throw and passes to the member of the next team, to the one who was behind him during the throw. At the command of the leader, the players in the second rank (teams) also throw balls at the chips. Downed chips are counted again. The game continues 2-4 times. The team that manages to knock down the most chips in a game wins.

Rules of the game. 1. Throw balls only at the signal of the leader. 2. When throwing, you cannot go beyond the starting line. The throw of the one who crossed the line does not count.

"Cones, acorns, nuts"

Preparation. All the players, having broken into threes, form a circle, in the center of which stands the driver. Everyone in the trio stands one behind the other at a distance outstretched hand facing the center (the first number is three to four steps from the driver). The leader gives names to all the players: the first in the triples are “bumps”, the second are “acorns”, the third are “nuts”.

Game content. The game begins at the signal of the leader. The driver says loudly, for example: "NUTS!". All players, called "nuts", should change places, and the driver should strive to quickly take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says “ACORNS”, the second ones in threes change places, if “BUNS” - ​​the first ones in threes, etc. When the game is mastered, the driver can call two or even three players in a triple at the same time, for example: “bumps, nuts”. The summoned must also switch places. Players who have never been drivers win.

Rules of the game. 1. Those who have been called are prohibited from remaining in place. 2. Players cannot run to any other three (otherwise the player becomes the leader).

"Basketball with an inflatable ball"

Preparation. Two teams (4-6 players each) are randomly placed on basketball court(like in basketball). The captains go to the middle.

Game content. The leader throws an inflatable ball between the captains, after which he gets to one of the teams. Its players, bouncing and knocking the ball with their hands, pass it to each other. When the ball touches basketball backboard, the team gets a point. After the goal is reached, the ball is played again in the center of the court between the captains or players, whom they may choose from among their team. The game lasts 10 minutes. with a change of sides of the site after the first 5 minutes. games. The team with the most points wins.

Rules of the game. 1. During jumping, it is not allowed to push other players away, as well as to run with the ball in their hands. 2. For a violation, the ball is transferred to another team, for a repeated violation, the player is removed from the site for 1 minute. no substitution right.

Note. When playing with an inflatable ball, you should have 2-3 inflated balls in stock so that you can quickly replace the burst one.

Attraction games

Amusement games - short game exercises, which allow participants to show dexterity, speed, eye and coordination. They do not require long preparation, bulky equipment, special training of participants, they are very easy to use.

"The Elusive Cord"

Preparation. A cord 2 m long is laid on the ground (floor). On both sides of the cord, one competitor stands facing its ends (the cord is between the feet of the players).

The one who manages to do it first wins.

Rules of the game. 1. The game starts at the signal of the leader. 2. During the tilt, the legs cannot be bent. The game can be played in teams.

"Sharp Footballer"

Preparation. At 8-10 steps from the ball (any) that lies on the floor, a blindfolded participant becomes.

The one who manages to hit the ball wins.

Rules of the game. 1. The game starts at the signal of the leader. The game can be played in teams.

« Accurate throws»

Preparation. A chair is placed 3 meters from the line behind which the player stands. In his hands he has three bags (8-12 cm in size, peas are poured inside each bag).

Rules of the game. 1. The game starts at the signal of the leader. 2. During the throw, stepping over the line is prohibited. 3. Throwing bags is possible only in the indicated way (from below, from above, standing sideways to the line, etc.).

"Darts"

With each approach, the player performs three throws, using three darts (short throwing arrows for playing darts) to hit the target. The winner is the one who first reaches 0. Figure 6 shows a standard target, which is divided into twenty numbered sections, each assigned a number from 1 to 20. In the center is the "bull's eye", hitting it is worth 50 points, hitting the ring around him - 25 points. The outer narrow ring means doubling the number of the sector, the inner narrow ring means tripling the number of the sector. Hits in all sectors are considered. When hitting the doubling sector, the sector points are multiplied by 2, when hitting the triple sector, the points are multiplied by 3.

Points are calculated after the player completes 3 attempts in 1 round using 3 darts. If the dart does not hit the target or falls out of it, then the throws do not count and are not re-rolled. The points scored are summed up and subtracted from the sum of points after the previous approach. After that, the turn passes to another player. There is a rule in this game: the last throw must hit the doubling of the corresponding sector (for example, if there are 32 points left, then you need to hit the doubling of the sector "16", and if there are 38 points left, then you need to hit the doubling of the sector "19"). Usually beginners do not adhere to this rule. If the player scored more points than necessary during the last approach, then this approach does not count. For example, if a player has 12 points left, and he hits the “19” sector, then on the next approach, this player starts again with 12 points.

Technological map of the lesson.

By physical education in 4th grade

Subject: Games "Jumpers and Fifteen", "Hare, Watchman, Bug". Relay race "Rope under the feet".

Target: Improving basketball dribbling.

Educational tasks(subject results):

  1. Interact with peers in the process of joint gaming activities.
  2. Comply with the rules of the game and safety.
  3. Carry out refereeing.
  4. Learn the rules for drinking water.

Development tasks(metasubject results):

1. To form the ability to communicate with peers in competitive activity, planning of educational cooperation - to determine the common goal and ways to achieve it; agree on the distribution of functions and roles in joint activities (communicative UUD).

2. To develop the ability to plan, control and evaluate their motor actions, planning - to choose actions in accordance with the task and the conditions for its solution.(regulatory UUD).

3. Develop the ability to consciously and voluntarily build verbal statements in oral form, be able to play outdoor games with running, jumping, throwing(cognitive UUD)

Educational tasks(personal results):

1. The internal position of the student based on a positive attitude towards the lesson of physical culture;

2. The ability not to create conflicts and find ways out of controversial situations.

Location: gym.

Lesson time: 45 min.

Inventory and equipment:jump rope, rope

Teacher: Gerasimova O.A.

Lesson type: educational and training orientation.

Part of the lesson

Dosage

Target setting tasks

Type of UUD

Building, greeting,message of the topic and objectives of the lesson.

Who wants to get 5 today? It will be received by a-active, b-quick, c-attentive, d-speaking to the point, e-disciplined, friendly. .I will make notes to myself, and compare with your self-assessment.

Where does the lesson always begin? (from warm-up)

Game "The Best"

Demonstration of motor actions, walking:

On toes, hands up;

On the heels, hands on the belt elbows back;

On the outer side of the foot, knead the hands,

Circular movements of the arms forward and backward;

Run;

In the course of performing tasks in walking and running. A student is invited to the teacher, who evaluates the performance of the motor action of the class team.

Building .

Rebuilding in 2 lines.

Outdoor switchgear complex

Posture exercises

  1. Head rotation
  2. Shoulder rotation
  3. jerking hands
  4. "Adjuster"
  5. "Scissors"
  6. Tilts to the side
  7. Body rotation
  8. "Mill"
  9. Lunges
  10. Squats and forward bends

Construction.

3 min

5 minutes

5 minutes

Organization of students for the lesson

Motivation for active work.

Creating a situation for self-determination of students and their acceptance of the purpose of the lesson.

Restoration of breathing

Consolidation of knowledge on motor actions and starting positions.

Correlation between the teacher's commands and the motor actions of the students.

Formation correct posture help to strengthen the muscular corset.

Skill show discipline and attention (L)

Skill self-determine to

objectives of the lesson and accept the purpose of the lesson (L).

Skill determine their own activities to achieve the goal (P).

Skill

Skill use existing knowledge

and experience (P)

Skill recognize and name a motor action (P).

Skill do posture strengthening exercises (P)

Skill see and feel the beauty of movement (L)

Skill consciously and voluntarily carry out the statement in oral form (P).

Formation careful attitude to one's health (L);

Skill be disciplined (L)

Skill to control their actions, focusing on the demonstration of movements by the teacher (P).

The game "Hares, Watchman, Bug"

The rules of the game are explained and 2 drivers are selected

The game "Jumpers and Fifteen"

The rules of the game are explained

Relay "Rope under your feet"

Organization of relay races

25 -min

Development of agility

To promote self-determination of students in the preparation of relay races;

Skill explain the rules of the relay in an accessible form (K);

Skill put forward proposals, coordinate, make a collective decision (K).

Skill self-determine with the task and make a decision on its implementation (L, K)

Skill plan, control, evaluate activities (P).

Skill actively engage in communication with peers on the principles of respect and goodwill, mutual assistance and empathy (L, C)

Skill independently organize their activities (L)

Attention game

Summing up the lesson

Construction. Our goal was to learn to lead.

Evaluate yourself: score for

activity, speed in relay races, d- speaking on the case, d- disciplined .. What mark did you get?

The lesson is over. Goodbye!

5 minutes

2 minutes

Formation of self-esteem

Skill organize a collective joint activities(TO).

Skill give self-assessment of one's own performance(L)

UUD (universal learning activities); L - personal, R - regulatory, P - cognitive, K - communicative.


List of games: 1. "Quickly in places" ("The guys have a strict order!") 2. "Equestrians - athletes" 3. "Geese - swans" 4. "Traffic light" 5. "Giants - dwarfs" 6. "We - funny guys" 7. "Sparrows - jumpers" 8. "Wolf in the ditch" 9. "Attention class!" 10. "Two frosts" 11. "Guess whose voice" 12. "The kite and the mother hen" ("Catch the dragon by the tail") 13. "Salki - transfers" 14. "Owl" ("The cat is coming") 15. " Forbidden movement" 16. "Empty place" 17. "The third extra" 18. "Flies, does not fly" 19. "Figures" 20. "Extra on a walk" 21. "Class at attention" 22. "To your flags" 23. "The ball to the neighbor" 24. "Who came up?" 25. "Homeless Hare" 26. "Fox and Chickens" 27. "Overtake the Ball" 28. "Hares, Watchman and Bug" 29. "Calling Numbers" 30. "Rope Under Your Feet" 31. "Handed - Sit down!" 32."Falling stick" 33."Day and night 34. "Hit the ball" 35."Attack"

No. 1. "Quickly in places" ("The guys have a strict order!") Inventory: whistle Game progress: the players line up, at the command of the leader "Ran away!", The players scatter in different directions. On the command "Quickly to places!" all are built in i.p. The one who takes the place last loses. Rules: 1. You can not run away from the site 2. Take your place only after the words "Quickly in places!" 3. Line up on the instructions of the leader 4. You can not push a friend 5. Maintain an interval when building Develop: coordination of movements, speed of reaction, observation Options for building: in a line, in a circle, in a column, in two lines Duration: 3-5 min.

"The guys have a strict order. They know all their places. Well, blow more fun Tra-ta-ta and tra-ta-ta!

No. 2 "Riders - athletes" Inventory: chalk, whistle Game progress: on command "Step horse!" the players walk in a circle, raising their knees high. "Turn!" - turn around and continue in the opposite direction. "Trotting!" - run in circles. "To the stall!" Everyone is trying to take a seat. Rules: 1. It is allowed to run to the circles on the command "To the stall!" 2. Left without a "stall" loses. 3. Place in the "stall" for only one player. 4. There should be less places than players. We develop: attention, observation, coordination of movements, speed. Duration: 5-7 min.

No. 3 "Geese - swans" Inventory: chalk Game progress: at one end of the site - a house where the geese are, at the opposite end is a shepherd. To the side of the house is the lair of the wolf. The rest of the place is a meadow. Shepherd. Geese, geese!

Geese. Ha, ha, ha! Shepherd. Do you want to eat? Geese. Yes Yes Yes! Shepherd. So fly home! Geese. We can't, the gray wolf under the mountain Doesn't let us go home... Shepherd. So fly as you like, Just take care of your wings!

The geese, stretching their arms to the sides, fly home, and the wolf runs out and tries to catch the geese. Rules: 1. The one who was touched by the wolf is considered to be caught 2. Drag to the line of the house Develop: memory, speed, dexterity Duration: 5 - 7 min.

No. 4 "Traffic light" Inventory: mugs of red, yellow, green color Course of the game: the players line up, the leader from behind in any sequence shows mugs. Red - standing still, yellow - marching in place, green - moving forward. Rules: 1. Perform movements only after showing the color 2. Wrongly performed the movement - returns to the starting line Develop: attention, memory Duration: 2-4 min.

At the very crossroads A three-eyed sorcerer hangs But never looks With three eyes at once

No. 5 "Giants - dwarfs" Inventory: - Game progress: on the command "Giants!" - the players walk with a wide step or on their toes, at the command "Dwarfs!" - in small steps, in a semi-squat Rules: 1. To be able to alternate walking with a wide and small step 2. If the command is not correctly executed, it becomes inside the circle and continues the game Developing: attention, coordination of movements Duration: 2-4 min.

No. 6 "We are funny guys" Inventory: Game progress: The players are located behind the line of the house, and the driver is in the middle of the hall.

W: One, two, three! I .: - "We are funny guys We love to run and play, Well, try to catch up with us!"

After these words, the players run across to the opposite side of the hall, and the driver tries to overpower the players. Rules: 1. You can run across to the other side after the words "catch up with us!" 2. It is impossible, having run out from behind the line, to go back 3. To catch means to touch the player 4. The driver catches to the line of the house. We develop: dexterity, speed, memory Duration: 5-7 min.

No. 7 "Sparrows - jumpers" Inventory: Game progress: the cat is in a circle of 4 - 6 m, the sparrows are outside the circle. On a signal, they begin to jump in and out of the circle. The cat catches the sparrows jumping into the circle, the one caught sits in the center of the circle. When the cat catches 3 - 4 sparrows, a new cat is chosen. The one who has never been caught wins, the cat is the fastest to catch the set number of sparrows. Rules: 1. You can only fish in a circle. 2. Sparrows jump on only one leg. 3. Running through the circle is considered to be caught. 4. Caught - is considered the one whom the cat touches with his hand when he was in the circle with at least one foot. We develop: dexterity, speed of reaction, jumping ability. Duration: 3-7 min.

No. 8 "Wolf in the ditch" Inventory: chalk, whistle Game progress: two lines are drawn in the middle of the site - a "ditch". 1-2 leading "wolves" stand in the moat. All other players - "goats" - are placed on one side of the site behind the "home" line. On the other side of the site, a line "pasture" is drawn. At a signal, the "goats" run from the house to the pasture, jumping over the "ditch" on the way. "Wolves" catch them when they jump over the moat. Rules: 1. Wolves can only salt goats while in the ditch, when the goats jump over the ditch or stand next to it. 2. A goat that runs across the moat, and does not jump over it, is considered to be caught. 3. Goats can run across only at the signal of the leader. 4. If the goat does not dare to jump over the ditch, the leader counts to three, after which the goat must jump over, otherwise it is considered tagged. We develop: jumping ability, speed, agility, observation. Duration: 5 - 7 min.

No. 9 "Attention class!" Inventory: Game progress: the players stand in one line. The leader, standing facing the players, gives commands. The players must perform them only if he first says the word "class" in front of the team. If he does not pronounce the word "class", then there is no need to respond to the command. The one who makes a mistake takes a step forward and continues to play. Rules: 1. The player who has not completed the commands with the preliminary word "class" takes a step forward. 2. The player who tried to execute the command without the preliminary word "class" takes a step forward. We develop: attention, observation. Duration: 2-3 min.

№ 10 "Two frosts" Inventory: chalk, red and blue spouts. Game progress: "home" and "school" are marked on opposite sides of the site. Two drivers are selected - "frosts", the rest of the players - "guys". The guys are located in one line behind the line of the house, and in the middle of the site - "on the street" there are two frosts.

Frosts: - "We are two young brothers, Two frosts are daring" 1. - "I am frost - a red nose" 2. - "I am frost - a blue nose" Frosts: - "Which of you will decide to set off on the path?" Guys: - "We are not afraid of threats And we are not afraid of frost!"

After these words, the guys run from home to school. Frosts catch and "freeze" those who cross. Salted, they immediately stop and stand motionless in the place where they were frozen by frost. Rules: 1. The players run out only after the words "And the frost has not been stolen by us." 2. Having run out of the house, you can not run back or linger in the house. 3. Caught remains in the place where he was "frozen". We develop: speed, agility. Duration: 3-7 min.

No. 11 "Guess whose voice" Inventory: chalk Game progress: the driver is chosen, who takes a place in the center of the circle, closes his eyes. The leader chooses one of the players who raises his hand (he will say the words). After that, all the players move in a circle and say the words: “We made the whole circle, we’ll turn around at once” (make a full turn and continue moving). “And how do we say:“ Jump, jump, jump! - these words are pronounced by the designated player. Guess whose voice! At the command of the leader: “You can!” - the driver opens his eyes, guesses who said. The one who is recognized goes to the middle, and the leader goes to his place. Rules: 1. The driver closes his eyes tightly. 2. Words are spoken by one player and on command. 3. You can guess after the leader’s command “You can!” 4. If the driver did not guess correctly, he drives again. We develop: memory, observation Duration: 3-5 minutes, in the final part

No. 12 "Kite, mother hen and chickens" ("Catch the dragon by the tail" Chinese game) Inventory: Game progress: 10 - 12 people line up one at a time and put their hands on each other's shoulders. The head player in the column is the hen (head), and the one standing behind is the chicken (dragon tail). One driver is chosen - a kite. The kite is trying to catch the chicken behind everyone. The players of the tail section run off to the right, then to the left, trying in every possible way to dodge. Chinese - the head tries to catch the tail. If it catches, then the tail goes forward and becomes the head. If the chicken is not caught within the agreed time, then the kite hunt is considered unsuccessful. Rules: 1. When the chick is caught, the roles of the players change: the chick becomes the kite and the kite becomes the mother hen. 2. If the players are disconnected, the game is temporarily stopped. 3. The mother hen only blocks the path of the kite with her hands. 4. At the beginning of the game, the kite stands in front of the mother hen, three steps away from her. 5. The kite runs around the entire column without breaking it. We develop: dexterity, coordination of movements, observation. Duration: 3 - 7 minutes, main part.

No. 13 "Salka - transfers" Inventory: Game progress: Salka is selected from among the players. He tries to catch up and touch with his hand one of the players. The player that the tag manages to touch with his hand becomes the new tag. He raises his hand and loudly says “I am Salka!” After the words, he tries to catch up with the participants in the game. Rules: 1. The driver does not have the right to pursue the player if another player has crossed his path. 2. A new tag should not immediately touch the previous leader. 3. When calculating the results of the game, the one who was not a tag wins. 4. You can not run out of the "house" line We develop: speed, coordination of movement, dexterity, attention Duration: 5-7 minutes, introductory - preparatory, the main part of the lesson.

No. 14 "Owl" ("The cat is coming") Inventory: chalk The course of the game: the driver is chosen - the owl, the rest are mice. The owl becomes a nest, and the mice are placed throughout the hall - in "minks". Day - mice run out of "burrows", run, jump. Night - they freeze, the owl flies out to hunt. Rules: 1. When an owl enters the site, mice are not allowed to move, but mice can change position behind the owl's back 2. Caught mice do not participate in the game 3. At the signal "Night", the owl must fly to the nest Developing: attention, dexterity, coordination movements Duration: 3-5 min.

U .: "Mice, mice, come out, frolic, dance. Come out quickly, The mustachioed cat is sleeping - the villain!" Mice: "Tra - ta - ta, tra - ta - ta, We are not afraid of the cat! U .: The cat is coming! U .: The cat is gone!

No. 15 "Forbidden movement" Inventory: Game progress: The players become in one line. The leader, facing the players, gives commands, having previously indicated the “forbidden movement”. The players must follow them, but must not make a "forbidden move". The one who makes a mistake takes a step forward and continues to play. Rules: 1. The player who has performed the "forbidden move" takes a step forward. 2. The player who attempted the "Illegal Move" takes a step forward. We develop: attention, observation. Duration: 2-3 minutes, introductory - preparatory, final parts.

No. 16 "Empty place" Inventory: Game progress: All players stand in a circle and put their hands behind their backs. Leading the circle. He runs around the circle, touches one of the players, then runs in the other direction in the far circle. The player chosen by the driver runs around the inner circle, trying to quickly run to his place. Meeting on the way, the players greet, squat, etc. The one who did not have time to take an empty seat drives. Rules: 1. The driver must touch the hand of one player, calling him to the competition. 2. When they run around the circle, no one should interfere with them. 3. When meeting, the players must complete the specified task. 4. The one who is left without a place loses.

We develop: speed, agility. Duration: 3-7 minutes, main part.

No. 17 "The third extra" Inventory: Game progress: All players become pairs in a circle, back to the back of the head to the front. Two drivers are selected, one runs away, the other catches up. The evader can be in any pair - third, then the player who became "extra" in the pair must run away. And the driver who is chasing is trying to overpower the new evader. Rules: 1. The driver must touch the chasing hand with his hand. 2. When the drivers run around the circle, no one should interfere with them. 3. You can only get up in any pair first. 4. The third participant in the pair runs away. 5. Drivers cannot run through the center. We develop: speed, agility. Duration: 5-7 minutes, main part.

No. 18 "Flies, does not fly" Inventory: Game progress: The players move in a circle in a column one at a time, the leader calls animals and birds. The players, moving their hands up and down, show if they are flying, their hands are pressed to the body - if they are not flying. Rules: 1. Movement to perform in a wide amplitude. 2. If the player makes a mistake and completes the move, he takes a step inside the circle and continues to play. 3. A player attempting to perform a wrong move is considered to have broken the rules. 4. Players who have never broken the rules win. We develop: attention, observation, memory. Duration: 3-5 minutes, final part.

No. 19 "Figures" Inventory: Game progress: One leader is selected from among the players, he is located outside the circle. The players are arranged in a circle, holding hands moving in a circle, they say the words: “The sea is worried - once! The sea is worried - two! The sea is worried - three! Marine figure - freeze! After the words “freeze!”, the players lower their hands and depict a marine figure. The driver chooses the best figure. 2nd option - the driver chooses a player who was unable to maintain a pose. Rules: 1. Take a pose after the words "Freeze!". 2. The best - becomes a leader. We develop: observation, ingenuity, coordination of movements. Duration: 3-5 minutes, final part.

No. 20 "Superfluous for a walk" Inventory: Game progress: The players are divided into pairs and are located freely throughout the site. Two drivers are selected, one runs away, the other catches up. The evader can get into any pair - the third, then the player who was not taken by the hand by the player who joined the pair must run away. And the driver who is chasing is trying to overpower the new evader. Rules: 1. Playing couples do not stand still, they move around the court. 2. You can’t break up pairs, you can get up from any edge. 3. Only the third in the newly formed pair runs away. 4. A player can only be salted by touching his hand. We develop: speed, dexterity, observation. Duration: 5-7 minutes, main part.

No. 21 "Class at attention" Inventory: Game progress: Rules: Develop: Duration: No. 22 "To your flags" Inventory: flags of different colors. Game progress: The players are divided into groups of 8-10 people and stand in different places on the site. In the center of each circle is the driver with a flag in his raised hand. At the first signal, the players scatter around the court. According to the second, they squat and close their eyes tightly, turning away from the drivers, who at this time change places. At the command of the head: “Everyone to their flags!” - the players open their eyes, look for their flag, run to it and hang around. The group that forms the circle faster than the others wins. Rules: 1. If a player peeped when the drivers changed places - the team lost. 2. Drivers change places by agreement. We develop: observation, speed Duration: 5-7 minutes, the main part.

No. 23 "The ball to the neighbor" Inventory: volleyball Game progress: The players stand in a circle at a distance of one step. Choose a driver who is outside the circle. One of the players (near whom the driver is standing) is given the ball. On a signal, the players pass the ball from hand to hand. The driver, running in a circle, tries to touch the ball with his hand. If he succeeds, then the player who had the ball in his hands becomes the driver. Rules: 1. The ball cannot be thrown, everyone must touch the ball. 2. The driver running around the circle does not push the players. We develop: coordination of movements, speed. Duration: 5-8 minutes, main part.

No. 24 "Who came up?" Inventory: Game progress: The players form a circle. Driver in the center. The leader points to the player, he approaches the leader, who stands with his eyes closed, lightly touching his shoulder and gives his voice. The driver, at the command of the leader, opens his eyes. He must guess who approached him. Rules: 1. The player approaching the driver can change his voice. 2. The driver opens his eyes on the command "You can!" 3. If the driver did not guess twice, he is replaced. We develop: observation. Duration: 2-5 minutes, final part.

No. 25 "Homeless Hare" Inventory: Game progress: the players, with the exception of two drivers, are divided into groups of 3-5 people. Groups form circles and are placed in different places of the hall, at a distance of 2-4 meters. In each circle - lair - the first number stands in the middle and depicts a hare. One of the drivers is a hunter (wolf), the other is a hare that does not have a den (homeless). Drivers stand away from the circles. On - One !, the hare runs away, on Three! - the wolf is chasing. A hare, fleeing from a wolf, can run into any lair. Then the "free" hare runs out and the wolf catches him. If the wolf caught the hare, then they change places. Rules: 1. The wolf catches the hare outside the lair. 2. It is impossible for a hare and a wolf to run through the lair. 3. If the hare ran into the den, he must stay there. 4. Players forming a lair should not run out and run away with hares. 5. The run-in hare must stand in the den, choosing a "free" hare. 6. If the lair is formed by two players, then the player to whom the hare has his back runs away. We develop: dexterity, speed, observation. Duration: 5-10 minutes, main part.

No. 26 "Fox and chickens" Inventory: 4 benches, chalk Course of the game: In the middle of the hall in the form of a square, benches are placed with slats up - “perch”. One driver is chosen - foxes, and one "hunter". All other players are "chickens". In one corner of the hall, a "burrow" is outlined, in which foxes are placed. The other is a hunter. Chickens are around the perch. At a signal, the chickens begin to fly up to the perch, then fly off, then walk around. At the second signal, the fox, having approached the chicken coop, catches any chicken that touches the ground with at least one foot. The fox takes the stony one and leads him into the hole. If he meets a hunter along the way, the fox releases the one he has caught and runs away. If the hunter catches a fox, a new fox is chosen. Rules: 1. Running into the chicken coop, foxes can only attack one player. 2. On a signal, the fox must leave the chicken coop, even if he did not catch the chicken. 3. Those who stand on the perch can help each other. 4. Foxes cannot push chickens off their perch. 5. If the hunter ran after the fox, he must let go of the chicken and run away. We develop: speed, agility, observation, coordination of movements. Duration: 3-7 minutes, main part.

No. 27 "Overtake the ball" Inventory: volleyball Game progress: the players stand in a circle at arm's length. The driver goes out of the circle. After five or six players from the place where he is, one of the players is given the ball. On a signal, the players quickly pass the ball from hand to hand in a circle. The driver runs in the same direction. He tries, having run around the circle, to take his place before the ball, having gone around the circle, returns to the starting point. If the driver overtakes the ball, then he takes the place of the one who started to pass the ball, and he becomes the driver. Rules: 1. The ball cannot be thrown. 2. The ball and the driver move in the same direction. We develop: speed, coordination of movements. Duration: 3-5 minutes, the main part.

No. 28 "Hares, a watchman and a bug" Inventory: small inventory, a cracker Game progress: two "houses" are designated on the site - the watchman and the bugs, and on the opposite side of the hall there are "houses" of hares. Hares go to the garden, collect scattered equipment "vegetables". At the signal of the head, the watchman leaves his house, trying to catch up with the fleeing hares. Hares, not caught by the watchman, put supplies in their houses. Options: the bug helps the watchman. After the Bug barks “Woof! Woof! Woof! ”, They, with a watchman, catch up with the fleeing hares. Rules: 1. Within the garden, hares are only allowed to jump on two legs. 2. Run away only after the signal. 3. The watchman touches only to the houses of the hares. 4. The fastest and most thrifty hare wins. We develop: coordination of movements, speed, jumping ability, observation, attention. Duration: 5-8 minutes, the main part.

№ 29 "Calling numbers" Inventory: Course of the game: the players of the teams line up in front of the racks located 15-20 meters away, they are calculated in order. The leader loudly calls some number, for example "5". Players of “5” team numbers run to their rack, run around it and return to their places. Whoever crosses the finish line first gets one point. Rules: 1. Players are called in any order. 2. Only the player of this number runs on a call. 3. everyone runs around his stance. We develop: speed, coordination of movements, attention. Duration: 5-7 min, main part

No. 30 "Rope (stick) underfoot" Inventory: jump ropes according to the number of teams Game progress: 2-4 teams line up in columns one at a time parallel to one another at a distance of 2 m. The distance between the players is 1 m. At a distance of 6-8 m. Against each team put on the rack. On a signal, the players with the rope run to their stand, go around it, return to their team, serve one end of the rope to the player in front. Holding the rope by the ends, they run along their column, one on the left, the other on the right, and pass the rope under the feet of the players of the whole team. Players in columns jump over the rope. The pair leads the rope to the end of the column, the player who starts the game remains at the end of the column, and the second one runs with the rope to the rack, etc. the game continues until all those standing in the column run with a rope to the rack and along the column with a partner. Rules: 1. When a player runs towards the post, the players move back one space in the column. 2. The player who catches the rope receives a penalty point. We develop: coordination of movements, agility, speed. Duration: 3-7 minutes, the main part.

No. 31 "Handed - sit down!" Inventory: basketballs by the number of teams The course of the game: the players stand in two to three columns. The distance between the players is the length of the arms placed on the shoulders. For the line drawn 5-6 meters in front of the teams, one captain, who has good ball control, goes out. At the signal of the leader, the captain passes the ball (with two hands from the chest or in another way) to the first player in the column, who catches it, returns it back and immediately takes the emphasis by crouching. The captain passes the ball to the next player. Each player who made a return pass crouches. When the latter passes the ball to the captain, he lifts it up, and the whole team quickly gets up. Option: the last player who received the ball in the column commands “get up!”, dribbles the ball to the right of the column to the ring and back. The captain takes the place of the first player, everyone moves one step. The player who brought the ball to the control line starts passing the ball from the captain, etc. Everyone must act as a captain. Rules: 1. Pass the ball in the agreed way. 2. Pass the ball in order to all players in the column. 3. The captain may approach in the second line. We develop: coordination of movements. Duration: 3-5 minutes, the main part.

No. 32 "Falling stick" Inventory: gymnastic stick Game progress: the players stand in a circle, at arm's length. Leading in the center of the circle with a stick. He puts one end of it on the floor, and holds the other vertically with his hand and loudly calls (number) the name of any player. After that, he lets go of the stick and moves to the side. The named player must have time to catch the stick before it falls to the floor. If he does not catch the stick, then he becomes the leader, and the former leader takes his place. Option: Instead of a stick, you can use a ball. The driver throws the ball into the air and calls the number. Rules: 1. The driver does not let go of the end of the stick before he calls someone's number (name). 2. Players should not interfere with each other. We develop: dexterity, attention. Duration: 3-5 minutes, final part.

№ 33 "Day and night" Inventory: 2nd option - small inventory. Game progress: Players stand in 2 lines, at a distance of 1-2 steps with their backs to each other. Before each team at a distance of 15-20 meters - "home". One team is "day", the other is "night". The leader shows the outdoor switchgear, the players repeat. During the outdoor switchgear, the leader calls one of the teams. The players of the named team run away to the owl "house", and the players of the opposite team catch up and taunt. A) Tagged players are counted and remain on their team. b) Move to another team. Rules: 1. All players perform after the head of the outdoor switchgear. 2. Run away to the "house", only after calling the leader. 3. You can only salt to the line of the house. We develop: speed, dexterity, attention, observation. Duration: 5-8 minutes, main part. Option: players are arranged in a column one at a time (one step apart in the middle of the court). Calculated on the first, second. On both sides of the players put objects half as much as the players. The leader shows the I.P., the players repeat. It is agreed that the objects lying on the right are crows, and on the left are sparrows. If the end of the word named by the leader is “we” crows, then the players rush to the right side, trying to grab the object. No. 34 "Hit the ball" Inventory: Course of the game: Rules: Develop: Duration:

No. 35 "Attack" Inventory: Game progress: the players, divided into two teams, line up opposite each other along the width of the hall. At the signal of the leader, one of the teams, holding hands, goes on the “attack” towards the second team. When the players approach within 3-4 meters, the leader blows the whistle. The players of the advancing team turn around and quickly run away beyond the line of their home, and the players of the opposite team try to catch up and knock down as many guys as possible. Those caught are counted and they continue to play for their team. Then comes another team. Rules: 1. Run away and catch up only after the signal. Violating the rule brings the team 3 penalty points. 2. You can only fish up to the line of the house. Options: 1. "Attack" with the performance of the song. 3. The attackers put their hands on each other's shoulders, take them under the arms, crosswise, etc. 4. Those who are waiting, stand with their backs, sideways, sit, take a low start position. We develop: speed, coordination of movements. Duration: 4-8 times, playing the main part of the lesson.



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