Lessons on the topic of the third wheel. Attention! The weather is changing. Puck race

Not only speed, but also speed reactions participants.

Titles: “The third is extra”, “Three are too many, two are enough”

The game requires an even number of participants. If during the process someone wants to leave or join, then this can only be done together, or by replacing someone. It is better if there are 8 or more players.

Rules of the game “Third is the odd man out”

First choose driving(“catching up”), who will catch up, and the player who will run away (“third wheel”). All players are divided into twos and stand in pairs in a circle, one after the other, facing inside the circle. Thus, it turns out to be a double circle of players. (In another version of the game, couples hold hands and begin to slowly walk in a circle.) Before the start of the game, Categoryla stands in the center of the circle, the third one is behind the circle. At the signal, the driver begins the chase. The runner must run only behind the circle; he cannot run through the circle or, conversely, run far from it. Both running players must not touch the standing pairs.

At any moment, the running player can join any pair in front. He can warn about this by shouting “ run!" or " extra!" There is a variant of the game where they shout the whole phrase: “ Three is too many, two is enough!" In this case, the third extra player from behind continues to run instead of him. Thus, all players must be ready to run away, because the situation on the playing court can change at any moment. Only two players (the driver and the runner) can run at the same time. When all participants are sufficiently trained, the change of running player occurs very quickly and the game takes on real tension and interest. If the third odd one runs into the circle, then he must quickly join some pair. And the catcher can’t even run between pairs. But he can kill the new third wheel even if he has not yet moved, as soon as the old runner joined the pair and shouted “ run!»

The chase ends when the driver catches up with the runner. Then they change places and the game starts over. The game continues until all players are completely tired.

Little tricks:

  • To prevent the circle from shrinking when changing runners, pairs should remember to move one step back.
  • The new runner is not prohibited from immediately leaving the game, taking a place from a neighboring pair, or even from his own pair. The main thing is not to get caught up!
  • Since the ex was catching up after catching up with the runner, he was already pretty tired, it was better for him to immediately join some couple and rest
  • If you don’t have 8 people and still want to play, you can try playing a shortened version of the game: “second is the odd one out.” In this case, the players stand in a circle, but not in pairs, but individually. In this case, the player in the circle to whom the runner joined becomes the new runner.

There is another ancient version of the game called " serifs" It consists of the person catching up holding in his hands a strap without a buckle (scarf, rope, strip of fabric or twig). And he must, when catching up with the escaping person, lightly (!) hit (“pinpoint”) him. After that, he throws the strap up and becomes a runaway himself.

Watch the video game The Third Wheel:

Outdoor game for children "THIRD ONE" ☼ Rules ☛ ★Find out what to do to keep your child occupied and captivated? http://igraemsdetmy.ru/Partner/Deti.html Receive ideas for games and creativity with children by email! The outdoor game "The Third Wheel" is great for having fun with children in nature. Playing it is not only fun and playful, but also simple. So, the game "Third Wheel", rules. The game requires an even number of participants. If during the process someone wants to leave or join, then this can only be done together, or by replacing someone. It is better if there are 8 or more players. First, you need to choose a driver (“catch up”), who will catch up, and a player who will run away (“third wheel”). Children's rhyming rhymes are perfect for choosing a driver. You will find some of them on our website with children's folklore: here http://folklor.igraemsdetmy.ru/?p=1722 and here http://folklor.igraemsdetmy.ru/?p=894. All players are divided into twos and stand in pairs in a circle, one after the other, facing inside the circle. Before the start of the game, the catcher and the third-wheel stand in the center of the circle, the catcher spins the third-wheel. At the signal, the driver begins the chase. Ideally, the runner should only run behind the circle; he cannot run through the circle or, conversely, run far from it. Both running players must not touch the standing pairs. But this is ideal, as we have already said. It didn’t work out that way for us, but it was still very exciting and fun. At any moment, the running player can join any pair in front. He can warn about this by shouting “run!” or “extra!” There is a variant of the game when they shout the whole phrase: “Three are too many, two are enough!” In this case, the third extra player from behind continues to run instead of him. Thus, all players must be ready to run away, because the situation on the playing court can change at any moment. The chase ends when the driver catches up with the runner. Then they change places and the game starts over. The game continues until all players are completely tired. ☛ Watch the video “Outdoor game for children “THE THIRD TRASH” ☼ Rules” http://www.youtube.com/watch?v=w2Djp8qXOe4 and play with us! ☛ Stay tuned! Subscribe for new videos http://www.youtube.com/user/IgrydlyaDetei☼☻✿ Join us on social media. networks ☼☻✿ ★ VK http://vk.com/igrydlyadetej★ FB https://www.facebook.com/igrydlyadetej★ G+ https://google.com/+IgrydlyaDetei★ Educational video here ☛ http://www.youtube.com/channel/UC10dNwO7dQ0VPbAqMsizY_w★ Folklore for children here☛ http://www.youtube.com/user/FolklordlyaDetei here too☛ http://folklor.igraemsdetmy.ru/★ Games for children are here☛

Third wheel

Purpose of the game: teach children to group words according to common characteristics. Develop the ability to identify objects that do not meet certain requirements.

Equipment: large pictures depicting a table, chair, apple, pine, oak, book, sea, river, dandelion, beans or peas; real fruits and vegetables - cucumber, tomato, lemon, orange, banana; small toys - kitten, bear, baby elephant; as well as pencils and paints.

The participant who was more active and made fewer mistakes wins.

Age: 6–7 years.

Progress of the game: The teacher explains to the children that today there will be an unusual game in which they will have to find extra objects and pictures. To do this, you need to repeat what is included in the concepts of “toy”, “vegetable”, “fruit”, “furniture” and some others.

Only then does the leader ask the children to find one extra object or picture out of the three offered. You can place the prepared material as follows:

1) table, chair, apple (children must explain that the table and chair are furniture, and the apple is a fruit, so it is superfluous);

2) pine, oak, book (book);

3) apple, book, peas (book);

4) orange, cucumber, tomato (orange);

5) pencils, baby elephant, paints (baby elephant);

6) bear, kitten, chair (chair);

7) banana, dandelion, orange (dandelion). For children of seven years of age it is possible.

complicate the task a little and don't use visual material, and ask them to identify the extra word by ear. For example:

1) blue, red, eggplant (eggplant);

2) bitter, salty, beautiful (beautiful);

3) good, album, bad (album).

Kolobok

Purpose of the game: develop creativity children, ear for music; train your memory.

Equipment: trees and fir trees for landscape decoration, piano, toys for tabletop theater - bun, grandfather, woman, hare, wolf, bear, fox, hut.

Age: 6–7 years.

Progress of the game: The teacher invites the children to remember Russian folk tale"Kolobok" The children begin to tell it with great pleasure. If necessary, the leader corrects mistakes made by the participants in the game. Next, it is advisable to learn the kolobok song, paying attention to the fact that it is repeated each time, increasing by one line.

After the children have completed the task, it would be advisable to tell the tale by role. This will be good preparation for the performance.

The next step is to distribute roles among the participants. At first, the manager himself can take on the role of the kolobok, then transfer it to himself active child. So the children, together with the teacher, show the fairy tale to the audience (children who do not participate in the show), then everyone changes roles and the children independently, without the help of a leader, stage “Kolobok”. In the future, children can not only show fairy tales themselves, but also prepare costumes or accessories for the characters during labor training classes.

From letter to word

Purpose of the game: introduce the concepts of letters and sounds, show their differences; continue to work on the pronunciation of sounds such as [Ш], [Ш], [Ц] and others; develop children's speech, independence and desire to play together.

Equipment: pictures depicting large letters “A”, “M”, “N”, “K” and others; pictures with the image of a hat, brush, balloons, heron.

Age: 7 years.

Progress of the game: The teacher explains to the children that today’s game will not be quite ordinary. You need to select as many words as possible starting with a specific letter. To do this, you need to divide the children into 3 teams of 7-8 people. After the letter is shown, you need to clearly pronounce it and only then begin to select words starting with it in turn. The game is won by the team that correctly names more words starting with the desired letter. During the game, the leader draws the children’s attention to the fact that a letter is what we see or write, and a sound is what we pronounce or hear. Thus, children form the concepts of “letter” and “sound”. After completing this stage, you can ask the children to choose words that contain the letters “Ш”, “Ш” or “Ц”. In this case, you need to monitor the pronunciation, if necessary, repeat the words several times and syllable by syllable. Then the teacher pronounces hissing sounds one by one and asks them to select the right pictures to go with them.

Guess the word

Purpose of the game: teach children to identify the first sounds in words; reverse special attention the fact that words can be made from them that have a different meaning, continue learning the clear pronunciation of sounds, syllables and words; develop children's speech and ability to independently assemble a whole from parts.

Equipment: large pictures depicting a donkey (2 pieces), a whale, a thread, a telephone, a radish, a watermelon, a fox, a needle, an airplane, a raccoon, bread; a board on which drawings will be placed in a certain order.

Age: 7 years.

Progress of the game: This game is designed for children well prepared for school. If there are more than 50-60% of them in the group, then it will be quite suitable. During this event, children who do not know letters will get some idea about them. Thanks to a large number visual material will be of interest to everyone present.

The teacher invites the children to play school. To do this, he asks what letters the guys know. Typically, by age 7, most of the group is familiar with the alphabet, so everyone can easily name the letters. Only now can we explain the rules of the game, which consist in the need to make a word from the first letters of the names of the pictures.

Then the leader asks to clearly name what is drawn in the picture (for example, a donkey). After everyone has said the word, you need to say the first sound. If such a game is being played for the first time, then the teacher first pronounces it himself, only then the children repeat it in chorus. The drawing is placed on the board on the left.

Now they work in the same way with the second picture (whale), which is placed on the board to the right. When the first sound is named, you should pronounce the two resulting ones, which form the first syllable [ok].

Then the leader shows the drawing with threads and hangs it on the board. Children pronounce the first sound - [n] and attach it to the first syllable - [okn].

At the next stage, the teacher shows the donkey, and everyone calls the word in full - “window”.

1) whale, donkey, telephone (cat);

2) radish, watermelon, whale (crayfish);

3) fox, needle, plane, telephone (leaf);

4) donkey, radish, raccoon, bread (nut).

2. Sports games in kindergarten

Physical education in childhood plays an important role in the comprehensive development of a person. From early childhood, the foundations of health are laid, physical development, motor skills are formed. Children engage in physical education with great pleasure and love outdoor games. The highest form of ordinary outdoor games are sports games - hockey, football, basketball, table tennis, gorodki, badminton. Sports games have great importance in solving educational and educational problems. They contribute to the development of accuracy, dexterity of movements, eye, and orientation in space. In the game, children have to quickly make decisions, which contributes to the development of thinking and speed of motor response to visual and auditory signals. During sports games, children develop positive moral and volitional character traits. Mandatory adherence to the rules in games helps to develop self-control, honesty, discipline, responsibility to the team, and the ability to take others into account.

Children learn to independently resolve conflicts and disputes among themselves. Considering physiological characteristics children, it is recommended to carry out only sports exercises with children of primary preschool age, and introduce elements of sports games to children of older preschool age. We bring to your attention sports games and exercises for preschool children.

Who's ahead?

Equipment: sled.

Age: 3–4 years.

Progress of the game: The sleds are placed parallel to each other at a distance of 2–3 steps. Each of the children stands next to their sled. At the teacher’s signal, the children run around their sleds. The one who completes the task faster wins.

Race

Equipment: sleds, skittles.

Age: 3–5 years.

Progress of the game: children stand in two columns one after another, holding the sled by the rope. A pin is placed in front at a distance of 10 m. At the teacher’s signal, the children take the sled to the pin, go around it and return to their place. The one who completes the task faster wins.

Racing in threes

Equipment: sled.

Age: 3–5 years.

Progress of the game: Next to one sled are three children. One child carries the sled, the second sits on it, and the third pushes the sled from behind. At the teacher's signal, the race begins. Children drive to the designated landmark and return back. The game ends when each child from the trio plays all the roles. Those children who complete the task faster win.

On the sled!

Equipment: sled.

Age: 3–5 years.

Progress of the game: The sleds are placed parallel to each other at a distance of 3 steps, while there are fewer sleds than there are players. Children run freely around the playground. At the teacher’s signal “On the sled!” children run to the sled and sit on it. Latecomers are left without a seat.

Adjuster

Equipment: sled.

Age: 6–7 years old.

Progress of the game: children with sleds climb the mountain. A traffic controller stands below with flags in his hands. Children take turns sliding down the mountain on a sled. The traffic controller uses flags to indicate the direction of turn - right or left.

Who's first

Equipment: sleds, ski poles.

Age: 6–7 years old.

Progress of the game: children, standing on a sled, push off with ski poles in order to quickly get to a certain place and return back. Whoever completes this task first will win.

Fast sled

Equipment: sled.

Age: 6–7 years old.

Progress of the game: Children take turns sledding down an ice slide. Whose sled goes the farthest is the winner. The game is played separately for girls and boys.

Sled racing

Equipment: sled.

Age: 6–7 years old.

Progress of the game: Three children sit on each sled. They move forward to a certain place, pushing off the snow with their feet. The team that reaches the finish line first wins.

Collect the flags

Equipment: sleds, flags.

Age: 6–7 years old.

Progress of the game: On the mountainside they place flags in one row one after another. While going down the mountain on a sled, children must collect flags. The one who collects the most flags wins.

Descent into the gate

Equipment: sled.

Age: 6–7 years old.

Progress of the game: When going down the mountain on a sled, children must pass through the designated gates without breaking them.

Turtles

Equipment: sled, flag.

Age: 6–7 years old.

Progress of the game: children, two at a time, sit on the sled with their backs to each other. At the teacher’s signal, they push off with their feet, trying to cover a distance of 5 m to the flag as quickly as possible. The one who completes the task faster wins.

Get the toy

Equipment: toy.

Age: 6–7 years.

Progress of the game: while sliding along an icy path, the child must reach a toy suspended on a rope.

Engine

Age: 6–7 years old.

Progress of the game: children stand in pairs one after another, holding onto the belt of the child in front, and slide down the icy path.

Through the gate

Age: 6–7 years old.

Progress of the game: children slide along the icy path, trying to pass through the gate without hitting it.

Ball on target

Equipment: ball.

Age: 6–7 years old.

Progress of the game: While going down the ice path, children throw the ball to the designated place.

Who's better at slipping?

Equipment: skis.

Age: 5–7 years.

Progress of the game: the child must ski a distance of 20–25 m with the least number of steps.

Who's next

Equipment: skis.

Age: 5–7 years.

Progress of the game: Children, at the teacher’s signal, run up and slide on two skis until they come to a complete stop. The one who slips the farthest wins.

Catch up

Equipment: skis.

Age: 5–7 years.

Progress of the game: children on skis line up in one line. At the teacher’s signal, they must catch up with the teacher. The teacher runs so that the children can catch up with him.

Running on one ski

Equipment: skis.

Age: 6–7 years old.

Progress of the game: Each child stands on one ski (with poles) at the start line. At the signal, everyone rushes forward, pushing off with their free leg. The one who reaches the finish line first wins.

Through the gate

Equipment: skis.

Age: 5–7 years.

Progress of the game: Several small gates are placed on the path of skiers. Children must drive under them, trying not to hit them.

Ski couples

Equipment: skis.

Age: 6–7 years old.

Progress of the game: Children stand in pairs, holding hands, at the starting line. At the signal, the children run forward. The winner is the pair that reaches the finish line ahead of everyone else without separating their hands.

Slalom

Equipment: skis. Age: 6–7 years old.

Progress of the game: Children on skis snake their way between the placed flags. The winner is the one who reaches the finish line faster and does not knock down a single flag.

Along a narrow path

Equipment: bicycle, skittles.

Age: 4–5 years.

Progress of the game: children on bicycles line up at the starting line. At the signal, they must go along a path 80 cm wide, which is fenced on both sides with pins. The winner is the one who drives along the track without knocking over the pins.

Who will go faster

Equipment: bike.

Age: 5–7 years.

Progress of the game: children on bicycles line up at the starting line. At the signal, they race to the designated place. The one who reaches the finish line first wins.

Who will come last

Equipment: bike.

Age: 5–7 years.

Progress of the game: At the teacher's signal, the children rush forward. But they must travel the way to the finish line at the slowest speed possible. You can't stop. The one who comes to the finish line last wins.

Relay races

Equipment: bike.

Age: 6–7 years old.

Progress of the game: children on bicycles must ride between the pins arranged in a zigzag pattern to the designated area. Returning in a straight line, they hand over the bicycle next child. The team that finishes the relay first wins.

With a glass of water

Equipment: bike.

Age: 6–7 years old.

Progress of the game: driving past the table, the child must take a glass of water and move it to another table placed at a distance of 4–5 m.

Get the item

Equipment: bicycle, toy.

Age: 6–7 years old.

Progress of the game: When riding a bicycle along a path, a child must reach with one hand a toy suspended on a rope at the height of the outstretched arm of a child sitting on a bicycle.

Take the ball

Equipment: balls according to the number of players.

Progress of the game: the children stand on the shore in one line. Balls are placed on the water according to the number of children playing. At the teacher’s signal, the children run into the water, each takes one ball and quickly returns to the shore. The one who does it the fastest wins.

Horses

Age: 5–6 years.

Progress of the game: children walk, run, jump on the water, kicking up splashes with their feet.

Stork

Age: 5–6 years.

Progress of the game: children walk in the water, raising their legs high.

Who's clever

Equipment: rubber toys.

Age: 5–6 years.

Progress of the game: There are many toys floating in the water. The children are on the shore. At the teacher’s signal, the children run into the water and begin to collect toys. The one who collects the most toys wins.

Crocodiles

Age: 5–6 years.

Progress of the game: children move in shallow places, resting their hands on the bottom, legs straightened and extended back.

Catcher

Age: 6–7 years old.

Progress of the game: children, standing in the water, form a circle. The selected driver stands in the center of the circle. At the teacher’s signal, the children scatter in a shallow place. The catcher tries to catch those running away.

Battle at sea

Age: 6–7 years old.

Progress of the game: children stand in waist-deep water in two ranks opposite each other. At the teacher’s signal, they begin “shooting” their opponents with their palms on the water, directing the splashes at them and trying to force them to retreat. During the game you should not touch each other with your hand.

Do as I do

Age: 5–6 years.

Progress of the game: children stand in waist-deep water. The teacher performs a movement (squatting, immersion in water up to the chin, etc.) and asks the children to repeat this movement.

Fountain

Age: 6–7 years old.

Progress of the game: Several children stand in a circle in a shallow place. Then they sit on the bottom and, leaning on their hands, stretch their legs. At a signal, everyone simultaneously begins to move their legs up and down, raising a fountain of spray.

Whoever is named catches the ball

Equipment: ball.

Age: 5–7 years.

Progress of the game: children move freely around the playground. The teacher holds the ball in his hands. He calls the name of one of the children and throws the ball up. The named child must catch the ball and throw it up, calling the name of one of the children. The ball should not be thrown too high.

Fight for the ball

Equipment: ball.

Age: 6–7 years old.

Progress of the game: children are divided into two teams and placed on the playground in random order. One of the players is given a ball. At the teacher’s signal, the children begin to pass the ball to the players of their team. The opponents are trying to intercept the ball. The one who scores the most points wins.

Pass the ball

Equipment: ball.

Age: 6–7 years old.

Progress of the game: The players stand in a circle. In the center is the driver. Children begin to throw the ball to each other, not allowing the driver to touch the ball. If he succeeds, he changes places with the player who threw the ball.

Ball race

Equipment: balls according to the number of players.

Age: 6–7 years old.

Progress of the game: All children are free to sit on the playground. Each child has a ball. After the teacher’s signal, everyone kicks the ball, trying not to collide with each other.

Playing football together

Equipment: balls.

Age: 6–7 years old.

Progress of the game: children become pairs. Each player draws a circle around himself with a diameter of 2–3 m. The players pass the ball to each other, hitting it with their right or left foot, trying to get into the opponent’s circle. The child who hits the ball into the opponent's circle wins.

Kick the ball into the goal

Equipment: balls.

Age: 6–7 years old.

Progress of the game: children stand against the goal - they are attackers. Two children are protectors. The attackers take turns scoring three goals into the goal. The defenders try to catch the balls and return them back to the attackers. Then the children change roles. The child who scores the most goals wins.

Who hits harder?

Equipment: ball.

Age: 6–7 years old.

Progress of the game: The players take turns making 3 kicks with their left and right feet, trying to send the ball as far as possible. The one with the ball that rolls the farthest wins.

Ball game

Equipment: ball, hockey sticks.

Age: 6–7 years old.

Progress of the game: children with clubs in their hands stand in a circle. The driver stands in the center. There is a small ball in front of him. With a blow of the stick he tries to knock it out of the circle. Children standing in a circle prevent this and hit the ball back. The one who missed the ball changes the driver and stands in the center of the circle.

3. Relay games

Puck race

Equipment: ball, hockey sticks.

Age: 6–7 years old.

Progress of the game: several children with sticks and a puck stand on the starting line. There is a pin in front of all players at a distance of 10–15 m. At the teacher’s signal, the children use their sticks to bring their pucks to the pins, go around them and return back. The one who does it first wins.

Defend the fortress

Equipment: ball, hockey sticks.

Age: 6–7 years old.

Progress of the game: everyone playing has a stick. Two circles are drawn on the skating rink - one inside the other. The defender stands in the first circle and makes sure that the ball does not get there. All other children are located in the second circle and try to score the ball into the “fortress” (circle). The one who scored the ball into the “fortress” takes the place of the defender.

There are a lot of relay games. When organizing game relay races, it is important to follow the following rules:

1) the number of players in teams must be equal (including boys and girls);

2) children of smaller stature should stand in front of the columns, and children of larger stature should stand in the back;

3) races in teams are carried out strictly in turns, which no one misses;

4) it is not allowed to run beyond the start line (take over the relay) ahead of time;

5) the relay race in the team is always finished by the player who started it;

6) regardless of the end of the game by one team, it continues until all the team players complete the tasks;

7) the result is summed up by the number of points earned;

8) for each mistake during the game a penalty point is awarded;

9) the team with the most points wins (not necessarily finishing the relay first).

We bring to your attention games for children of senior preschool age. The goal of all relay games is to develop the ability to overcome obstacles, dexterity, speed and clarity of movements, intelligence, and creativity.

Hoop relay

Equipment: hoops

Age: 6–7 years old.

Progress of the game: The players line up in two columns (a line is drawn in front of each). One hoop is placed at a distance of 6–8 m from the columns. At the teacher’s command, the players standing first in the column run to the hoops, lift them up, climb through them, put them in place and run to their column, touching their hands next child and stand at the end of the column. Each subsequent one performs the same task. The team of guys who completes the task faster wins.

From bump to bump

Equipment: hoops

Age: 5–6 years.

Progress of the game: The players line up in three columns at the starting line. In front of each, at a distance of 10 m, flat hoops (6–8 pieces) are drawn or placed - these are hummocks. At the teacher’s command, the first players begin to jump from hoop to hoop. Having reached the finish line, they run back. The next participant starts jumping. The team that quickly and correctly completes the task wins.

Penguins

Equipment: sandbags, hoops.

Age: 5–6 years.

Progress of the game: The players line up at the starting line in two or three columns. The players standing first, one bag of sand. At the teacher’s signal, they clamp the bags between their knees and jump on two legs to the hoop, then take the bags in their hands, run back to their column and pass them on to the next players. They themselves stand at the end of their column.

Hares in the garden

Equipment: chalk for drawing.

Age: 5–6 years.

Progress of the game: Two circles are drawn in the center of the site: the diameter of the inner one is 3 m, the outer one is 7 m. A watchman and hares from the group of children are appointed. The hares are located on an area outside the large circle, and the guard is in the center of the small circle - in the garden. At the teacher’s signal, the hares jump on two legs in a large circle. The watchman, running around the garden, tries to catch them. When the guard catches 3-4 birds with one stone, the game stops and a new guard is chosen.

Who is faster to the flag?

Equipment: cubes, skittles.

Age: 5–6 years.

Progress of the game: The players line up in two columns. Opposite each, at a distance of 5 m, one object (cube, pin) is placed. At the teacher’s signal, the players standing first in the column jump on two legs to the object, go around it and run back to their column, touch the hand of the next child and stand at the end of their column.

Ball school

Equipment: balls.

Age: 5–7 years.

Progress of the game: children are divided into three or four columns. The first players standing in the column each have a ball in their hands. At the teacher’s signal, the first player hits the ball into the hoop, catches it with both hands and passes it to the next one, and he runs to the end of his column. The column that completes the task faster wins.

Don't hit the object

Equipment: objects (cubes, skittles) placed in a row.

Age: 5–6 years.

Progress of the game: children line up in two columns at the starting line. Opposite each column, objects are placed in a row at a distance of 0.5 m. At the teacher’s signal, the children, one after another, jump on two legs between the objects (snake) and return to their place. The winner is the column that quickly and correctly completes the task.

Ball against the wall

Equipment: balls.

Age: 5–7 years.

Progress of the game: The players line up in 3-4 columns at a distance of 3 m from the wall, facing it. At the signal, the first players throw the ball against the wall, catch it after bouncing off the ground and pass it to the next one, and they themselves run to the end of their column. The team that completes the task faster wins.

Quickly for the ball

Equipment: cord, balls.

Age: 6–7 years old.

Progress of the game: players line up in front of a stretched net (cord) at a distance of 0.5 m. Having thrown the ball through it, they quickly pass under the net and catch it after bouncing off the ground. Then the second line of players completes the task. The winner is the team that completed the task with fewer penalty points (for not catching the ball).

Swipe the ball

Equipment: balls, cubes.

Age: 5–7 years.

Progress of the game: The players stand in two columns, each with one ball in their hands.

Cubes (5–6 pieces) are placed along the site parallel to each other at a distance of 1.5 m.

At the teacher’s signal, the first players begin dribbling the ball between objects. As soon as they complete two or three subjects, the next guys join the game, etc. Each person who completes the task stands at the end of his column.

Hunters and ducks

Equipment: balls.

Age: 5–7 years.

Progress of the game: The players are divided into two teams - hunters and ducks. The ducks stand in the middle of the circle, and the hunters are positioned behind the circle. The hunters throw the ball and try to hit the ducks with it. When a third of the ducks are caught, the game stops and the children change roles.

Relay race with skipping rope

Equipment: jump ropes

Age: 5–6 years.

Progress of the game: The teams are lined up in a column, one at a time, with short jump ropes in the hands of the guides. At the signal, the first numbers begin to move, jumping in a prescribed manner over the rope and, having gone around the stand located at a distance of 8-10 m, return back, passing the rope to the second numbers, etc. During movement, taking into account the distance, you must do at least 10– 12 turns of the rope. The jumping methods can be as follows: one rotation of the rope for two steps; For each running step, one rotation of the rope; jumping on two legs with intermediate jumps; jumping on two legs without intermediate jumps.

With a jump rope in pairs

Equipment: jump ropes, cubes.

Age: 6–7 years old.

Progress of the game: players of two teams are distributed in pairs and stand in columns in front of the starting line. Cubes or medicine balls are placed 10–12 m in front of the teams to indicate a turn. Players in pairs stand close to each other. One of them has a short jump rope in his hands. At the signal, both players rush forward, jumping over the rope.

Having reached the turning point (rack, cube), they return back, but the rope is rotated by another participant in the game. After the first couple crosses the starting line, perform the exercise new couple. The game ends after the last pair finishes.

Grasshopper relay

Age: 5–6 years.

Progress of the game: two or three teams line up in columns in front of the starting line. At the signal, the first numbers jump over the established distance of 10–15 m back and forth, always stepping over the line on the opposite side of the site. As soon as the first participant, having landed behind the starting line, touches his hand to the next participant, he begins jumping, etc.

The team that finishes the relay first wins. The following tasks can be performed in the relay race: jumping on two legs, jumping on right leg, jumping on the left foot, there - on the right foot, from there - on the left or vice versa.

Relay option. Each participant tries to cover the distance in fewer jumps.

The winner is determined by the smallest amount of jumps spent by all team members. With this option, long jumps from foot to foot can be used, and the relay itself is carried out in one direction with a gradual transition of participants to the opposite side of the site.

Note:

Running relay races can be carried out in the same way:

carry the ball without hitting the pin;

obstacle course;

who is more likely to get through the obstacles to the flag;

whose team will score more goals in the basket;

running on all fours; running with an apple on your head;

running backwards;

sideways running;

running on one leg;

frog running (hands in front on the ground, jumping from a squatting position);

running with two glasses: one with water, the other empty, pour the water while running;

running with a spoon containing a potato;

running together hugging;

running in bags.

4. Amusement games

Attraction games are short play exercises. These games do not require a lot of space or sophisticated equipment. During the attraction games, participants perform exercises in turns, so it is not difficult to determine who copes with the task better than others. There are a lot of attraction games, only a few of them are given here. The goal of all attraction games is to demonstrate dexterity, speed, eye and coordination of movements.

Who is the most dexterous

Equipment: cord 2 m long.

Age: 5–7 years.

Progress of the game: a cord is placed on the ground. One player stands on both sides of the cord, facing its ends (the cord is located between the players’ feet). Players perform movements as directed by the teacher (arms forward, to the sides, up, on the waist, etc.). At the signal, players quickly bend down and try to pull the cord out from under their feet. The one who manages to do this first wins.

Around the chairs

Equipment: cord, two chairs.

Age: 5–7 years.

Progress of the game: a cord is placed on the ground. Two chairs are placed above the ends of the cord, on which the players sit. At the signal, the competitors run around the chairs, run around the opponent’s chair (without touching it), sit back on their chair and quickly pull the cord out from under it, trying to get ahead of the opponent.

Come back to the circle

Equipment: cord (3–5 meters), chalk.

Age: 5–7 years.

Progress of the game: Two circles with a diameter of 50 cm are drawn on the floor. The ends of the cord are in the circles. The competitors also sit inside the circles with their backs to each other. The game is played in the same way as in the previous version. You can pull out the cord only when the player, having run near the opponent’s circle, again stands over the cord with his back to him. Before the signal to start running, players can be given the task of performing three or four simple exercises.

Who's faster

Equipment: A 3-4 meter string with a ribbon tied to the middle. The ends of the string are tied to large spools (relay batons).

Age: 5–7 years.

Progress of the game: two players take the reels and move away from each other at a distance of the length of the string. By overall team players quickly spin the reel, winding the string around it and moving forward. The one whose reel touches the finish line first wins.

The fastest

Equipment: gymnastic wall, multi-colored ribbons - 20 pieces.

Age: 5–7 years.

Progress of the game: 10 narrow ribbons of the same length are tied to the slats of the gymnastic wall, to racks or gymnastic sticks fixed horizontally. Two players compete. At the signal, they must tie bows on all 10 ribbons. The one who does it first wins. You can also arrange a competition to see who can tie different types of knots the fastest.

Walk along the winding path

Equipment: 5 pins, blindfold.

Age: 5–7 years.

Progress of the game: The pins are placed in a straight line 80 cm apart. A blindfolded player stands two steps from the outer pin (behind the line). He must go to the other end of the site, going around each obstacle in turn. Anyone who knocks down or misses at least one item is considered to have failed the task.

Who can build

Equipment: towns, blindfold.

Age: 5–7 years.

Progress of the game: 5 towns are placed in front of each player. They are blindfolded and asked to blindly build some kind of figure from the lying towns, for example a well or a cannon. The one who manages to do this first wins.

Don't get your feet wet

Equipment: bricks from building material(4 pieces).

Age: 5–7 years.

Progress of the game: the player stands on two bricks and holds the other two in his hands. At the signal, the player leans forward, places bricks in front of him and steps on them, takes two other bricks, steps on them, etc. The goal of the game is to walk as quickly as possible, stepping on the bricks, a distance of 10 m, without touching the floor or ground . It is possible to hold a competition between two players at the same time. A similar competition is using two stools. The player stands on one of them, moves the other forward, then moves onto it, etc.

Running with rackets

Equipment: rackets, tennis balls.

Age: 5–7 years.

Progress of the game: the player holds a wooden or string racket in both hands; each racket contains two tennis balls or two matchboxes stacked on top of each other. The player’s task is to run to a certain object, for example a chair, go around it and come back without dropping the placed objects from the rackets. At first, you can play the game with one racket.

With balls in hands

Equipment: 8-10 balls.

Age: 5–7 years.

Progress of the game: behind one line there are 8-10 medicine balls or some other balls. The player’s task is to take and carry as many balls as possible over the other line (ten steps), holding them in his hands, squeezing them between his legs, at the chin, etc. No auxiliary means can be used. It is prohibited to provide any assistance to the player.

Who is the most accurate?

Equipment: stool, 4 sandbags.

Age: 5–7 years.

Progress of the game: A line is drawn, near which the players stand, and a stool is placed six steps from the line. The player holds four small bags filled with sand or peas (weight 120–150 g). The players' task is to throw the bags so that they remain lying on the stool. This is not easy to do, as the bags slide off the stool onto the ground.

Target - pin

Equipment: skittles, table or chair, thick rod or stick, plastic ring, rope 60–70 cm.

Age: 5–7 years.

Progress of the game: The pin is placed on a stool or table. A plastic ring (rope length 60–70 cm) is tied to a thick rod (a fishing rod 1.5 m long) or a gymnastic stick.

The player's task, standing one step from the pin, is to try to put the ring on the pin within a minute.

Ring throwing

Equipment: rings, chair, pegs.

Age: 5–7 years.

Progress of the game: rings with a diameter of 20 cm (made of rubber or polyethylene) are thrown onto the legs of an overturned chair, pegs driven into the ground, or onto the hand of a player standing 5–7 steps from the thrower.

The one who managed to send it to the target wins larger number rings

All-arounders

Equipment: various objects, matchboxes, rackets, tennis balls, hoop, gymnastic stick.

Progress of the game: Players must complete the following tasks during an individual or team competition:

1) without getting off the chair, collect 10 different objects placed within a radius of 1 m from the chair;

2) carry, holding in your hand, 3 matchboxes placed edge-on one on top of the other;

3) climb into a hoop with a racket in your hands, on which there is a tennis ball;

4) using a gymnastic stick as if it were a stick (but without hitting), pass the wooden mace or town into the gate (between the legs of the chairs) and return back.

Rooster fight

Age: 5–7 years.

Progress of the game: A circle with a diameter of 2 m is drawn on the floor. Two players (roosters) go to the center of the circle. Each of them stands on one leg, bends the other, and places his hands behind his back. In this position, the combatants, at a signal, begin to push each other out of the circle with their shoulders and torsos, trying not to stumble. The winner is the rooster that manages to push the opponent out of the circle or force him to stumble on both feet. According to the rules of the game, it is prohibited to remove your hands from your back. The match ends in a draw if both players are outside the circle.

Strong grip

Equipment: gymnastic stick.

Age: 5–7 years.

Progress of the game: The competitors stand with their backs to each other and raise a thick stick up, holding it with their hands. The players' task is to lean forward and try to lift their opponent off the ground. The one who ends up in the air or lets go of the stick loses.

Game option. Players sit opposite each other on the ground, resting their feet on their partner’s feet, and grab a gymnastic stick. At the signal, the players begin to pull the stick in their direction. The winner is the one who manages to lift his opponent, holding him in this position for 5 seconds.

Fight for the stick

Equipment: gymnastic stick.

Age: 5–7 years.

Progress of the game: standing facing each other, the players take hold of a wooden gymnastic stick with their hands, holding it horizontally with a straight grip. After the signal, the players twist the stick, trying to force the opponent to let go of one of its ends. Whoever lets go of the stick first loses.

Game option. Without releasing the stick, push the opponent outside the circle (line).

Car competition

Age: 5–7 years.

Progress of the game: The players, distributed in pairs, stand behind the starting line. One player (wheelbarrow) takes a lying position and spreads his legs shoulder-width apart. His partner holds his legs. At the teacher’s signal, the players roll the wheelbarrows forward: those who are in a prone position move their hands. When the driver of the car crosses the finish line, the players change roles and go back. The pair that completes the task first wins.

Tug of War

Equipment: rope 6-10 m long.

Age: 5–7 years.

Progress of the game: the rope is placed in the middle of the platform. The middle of the rope is marked with a colored ribbon, and a line is drawn across the platform on the ground under the middle of the rope. Parallel to it, on both sides of the rope, two more lines are drawn at 2-3 m (borders that players cannot cross). Two players approach the rope one at a time and take it in their hands by the opposite ends. At the teacher’s signal, the players begin to pull the rope each in their own direction. The winner is the one who pulled the rope over a line parallel to the middle one in one direction or another (the ribbon serves as a guide). Not just one player, but a team of several people can play tug of war.

Reverse couples

Equipment: soft cords.

Age: 5–7 years.

Progress of the game: 2-3 pairs are tied back to back (arms and legs are free). These couples must dance at the starting line. When the music ends, the couples begin to run, like Siamese twins, to a landmark (pins) placed at a certain place and back to the starting line.

We dance sitting on a chair

Equipment: chairs, scarves.

Age: 5–7 years.

Progress of the game: participants are invited to dance while sitting on a chair without getting up. There are different melodies: dance, waltz, lambada, etc. You can offer to dance with your legs tied (you need to tie your legs with something soft - a towel, a scarf).

Dancers

Equipment:balloons, chairs, mop.

Age: 5–7 years.

Progress of the game: you can invite the children to dance with different objects: with a balloon, riding on a broom, with a chair, a mop, etc. The one who dances the most beautifully wins.

Who will sew faster

Equipment: spoon tied with twine.

Age: 5–7 years.

Progress of the game: two teams must quickly “seam” all the team players to each other. Instead of a needle, there is a spoon to which a string or strong thread is tied. You can “sew on” through a strap, strap, loop on trousers, etc.

Dashing drivers

Equipment: children's cars, buckets of water.

Age: 5–7 years.

Progress of the game: Buckets of water filled to the brim are placed on children's cars. Twine (10–15 m long) is tied to the cars. You need to quickly wrap the string around the stick, pulling the car towards you. If the water splashes, the presenter calls the player-driver, and he stops shaking for a second. The winner is the one who pulls the car towards him faster and does not splash the water.

Spider

Equipment: 2 ropes. Age: 5–7 years.

Progress of the game: Two circles are drawn on the starting line. Before the game begins, all children must take off their shoes and keep their socks on. Children are divided equally into two groups. Each group stands in a circle and is tied with ropes. You get two “spiders”. On command, both “spiders” begin to race to the finish line, where 2 circles are drawn in which they must stand.

Rip off your hat

Equipment: 2 ropes, 2 hats.

Age: 5–7 years.

Progress of the game: two guys are competing. They enter the circle. Everyone has left hand tied to the body, and on the head is a hat. You need to take off your opponent’s hat and not allow him to take off your own. Whoever leaves the circle is considered a loser.

What's behind

Equipment: pictures with drawings, cards with numbers.

Age: 5–7 years.

Progress of the game: two opponents have a drawing and a paper circle with a number attached to their backs. The players converge in a circle, stand on one leg, tuck the other and hold it with their hand. The task is to stand, jumping on one leg, look behind the opponent’s back and see what is shown in the picture.

Who will win

Equipment: 2 ropes, prizes.

Age: 5–7 years.

Progress of the game: two ropes of 2.5–3 m each, identical in size and thickness, are tied in the middle so that there are 4 identical ends. 4 people compete. Everyone takes their own end of the rope, pulls it, and it turns out to be a cross. A prize (toy, bag of sweets, etc.) is placed on the floor approximately 2 m from each player. On command, participants pull on their end of the rope, trying to be the first to grab the prize.

5. Games that develop auditory attention

For any child’s activity, be it educational, cognitive or play activity, attention is a necessary condition. Without attention, a child cannot independently complete a task or instruction from an adult.

The attention of a preschooler is very poorly developed; it easily switches from one object to another. As a result, the child may not hear what the teacher says during class and may not notice what is happening around him. Therefore, from preschool age it is necessary to teach children to manage their attention. And a game can help with this, since it always contains a goal and rules of action that require concentration.

Thanks to these games, children develop certain qualities - focus, stability, concentration. We bring to your attention such games.

Guess where they called

Purpose of the game: teach children to determine the direction of sound.

Equipment: bell (or bell, or pipe, etc.).

Age: 3–4 years.

Progress of the game: children sit in groups in different parts of the room, each group contains some kind of sounding instrument. The driver is selected. He is asked to close his eyes, guess where they called, and show the direction with his hand. If the child correctly indicates the direction, the teacher gives a command, and the driver opens his eyes. The one who called stands up and shows the sounding object. If the driver points in the wrong direction, he drives again until he gets it right.

Say what you hear

Purpose of the game: develop attention, activate children's vocabulary, develop phrasal speech.

Age: 3–4 years.

Progress of the game: The teacher invites the children to close their eyes, listen carefully and determine what sounds they heard (the chirping of a bird, the horn of a car, the rustle of a falling leaf, the conversation of passers-by, etc.). Children must answer in a complete sentence. The game is good to play while walking.

Quiet - loud

Purpose of the game: development of coordination of movements and sense of rhythm.

Equipment: tambourine

Age: 4–5 years.

Progress of the game: The teacher knocks on the tambourine quietly, then loudly and very loudly. Children perform movements according to the sound of the tambourine: they walk on their tiptoes to a quiet sound, at full stride to a loud sound, and run to a louder sound. Whoever makes a mistake ends up at the end of the column. The most attentive ones stand in front.

Mother hen and chicks

Purpose of the game: consolidate concepts of quantity.

Equipment: paper chicken cap, small cards with different numbers of chickens drawn.

Age: 4–5 years.

Progress of the game: two tables make up together. The hen (child) sits down at the table. Chickens also sit near the table. The chickens have cards with different numbers of birds (chicks) drawn on them. Each child knows how many chickens are on his card. The hen knocks on the table, and the chickens listen. If, for example, she knocks 3 times, the child who has 3 chickens on the card should squeak “pee-pee-pee.”

What do you hear

Purpose of the game: expand vocabulary and develop phrasal speech.

Equipment: screen, various sounding objects: bell, hammer, rattle with pebbles or peas, trumpet, etc.

Progress of the game: The teacher behind the screen knocks with a hammer, rings a bell, etc., and the children must guess what object produced the sound. Sounds should be clear and contrasting.

Determine by sound where the toy is

Purpose of the game:

Equipment: a small bright toy or doll.

Age: 5–6 years.

Progress of the game: children stand in a semicircle. The teacher shows the toy that they will hide. The leading child either leaves the room, or steps aside and turns away, and at this time the teacher hides a toy behind one of the children’s backs. At the signal “It’s time!” The driver goes to the children, who quietly clap their hands. As the driver approaches the child who has the toy hidden, the children clap louder; if he moves away, the clapping subsides. Based on the strength of the sound, the child guesses who he should approach. After the toy is found, another child is assigned as the driver.

Option. Children sit on chairs in a semicircle. One child leads (he goes into another room or turns away). The teacher hides the doll. At the signal, the driver enters, and the children say to him:

“The doll Tanya ran away, Vova, Vova, look,

When you find her, feel free to dance with our Tanya.”

If the person entering ends up in the place where the doll is hidden, the children clap their hands loudly; if he moves away, the clapping subsides. The child finds a doll and dances with it, all the children clap their hands.

Find a purchase by sound

Purpose of the game: develop phrasal speech and expand your vocabulary.

Equipment: boxes with peas and various cereals.

Age: 5–6 years.

Progress of the game: one child seller. In front of him are two boxes (then the number can be increased to four or five), each containing different type products, such as peas, millet, flour, etc. The buyer enters the store, says hello and asks to sell him cereal. The seller offers to find her. The buyer must determine by ear which box contains the cereal or other required product. The teacher, having previously introduced the children to the products, places the products in a box, shakes them and allows the children to listen to the sound made by each product.

Sentry on duty

Purpose of the game:

Equipment: blindfold.

Age: 5–6 years.

Progress of the game: A circle is drawn in the middle of the site. In the middle of the circle is a blindfolded child (sentinel). All children from one end of the playground must quietly make their way through the circle to the other end. The sentry is listening. If he hears a rustle, he shouts: “Stop!” Everyone stops. The sentry follows the sound and tries to find who made the noise. The one found leaves the game. The game continues. After four to six children have been caught, a new sentry is chosen and the game begins again.

Where it rings

Purpose of the game: develop the ability to navigate in space.

Equipment: bell or rattle.

Age: 4–5 years.

Progress of the game: The teacher gives one child a bell or rattle, and asks the other children to turn away and not look where their friend is hiding. The person who receives the bell hides somewhere in the room or goes out the door and rings it. Children look for a friend in the direction of the sound.

Who has the wand?

Purpose of the game: develop the ability to navigate in space.

Equipment: stick, chairs, bandages.

Age: 5–6 years.

Progress of the game: all children sit in a circle on chairs. One (the driver) goes into the middle of the circle and is blindfolded. The teacher walks around the entire circle behind the children and gives one of them a stick, the child knocks it on a chair and hides it behind his back. All the children shout: “It’s time!” The driver must look for a wand. If he finds it, he sits in the place of the child who had the wand, and he goes to lead. If he doesn’t find it, he continues to drive.

Blind Man's Bluff with a bell

Purpose of the game: develop the ability to navigate in space.

Equipment: bell, bandages.

Age: 5–6 years.

Progress of the game: The players sit on benches or chairs in one line or in a semicircle. At some distance from the players, a child with a bell stands facing them. One of the children is blindfolded and must find the child with the bell and touch it; the same one tries to get away (but not run away) from the driver and at the same time calls.

Option. Several blindfolded children stand in a circle. One of the children is given a bell, he runs in a circle and rings it. Blindfolded children must catch it.

Zhmurki with a voice

Equipment: bandages. Age: 5–6 years.

Progress of the game: The driver is blindfolded and must catch one of the running children. Children quietly move or run from one place to another (bark, crow like a rooster, crow, call the driver by name). If the driver catches someone, the person caught must vote, and the driver guesses who he caught.

Who came to visit us

Purpose of the game: develop auditory attention.

Equipment: a cap with bells for Parsley, hats with ears for a bunny and a bear, various toys that make sounds (rattle, pipe, etc.).

Age: 5–6 years.

Progress of the game: The teacher announces to the children that guests are coming to them: Parsley, a bunny and a bear. He selects three guys who go behind the screen and change clothes there. Parsley gets a cap with bells, the bunny gets a hat with long ears, and the bear gets a bear hat. The teacher warns the kids that the bear will come with a rattle, Parsley with a drum, and the bunny with a balalaika.

The kids must guess by the sound which guest is coming. Before going out to the children, guests make sounds behind the screen, each on their own instrument. Children must guess who is coming. When all the guests are gathered, the kids stand in a circle, and Parsley, the bear and the bunny dance as best they can. Then new guests are selected and the game is repeated. When repeating the game, you can give the guests other sounding toys.

Birds, watch out for the wind!

Purpose of the game: develop movement coordination.

Equipment: any musical toy (rattle, metallophone, etc.) and chairs (nests).

Age: 5–6 years.

Progress of the game: The teacher divides the children into two groups (one group is birds, the other is the wind) and explains to the children that when the musical toy sounds loud, the wind will blow. The group of children that represents the wind should run freely, but not noisily, around the room, while the other (birds) hide in their nests. But then the wind subsides (the music sounds quietly), the children pretending to be the wind quietly sit down in their places, and the birds must fly out of their nests and flutter. Whoever is the first to notice a change in the sound of the toy and takes a step receives a reward: a flag or a twig with flowers, etc. The child will run with the flag (or twig) when the game is repeated, but if he is inattentive, the flag is given to the new winner.

What instrument sounds

Purpose of the game: develop auditory attention.

Equipment: bell, drum, pipe, etc.

Age: 4–5 years.

Progress of the game: children sit on chairs in a semicircle. The teacher first introduces them to the sound of each toy, and then invites everyone to turn away in turn and guess the sounding object. To complicate the game, you can introduce additional musical instruments, for example, triangle, metallophone, tambourine, rattle, etc.

Attention! The weather is changing

Purpose of the game: develop coordination or pace of movements.

Equipment: tambourine

Age: 4–5 years.

Progress of the game: The teacher says to the children: “Now you and I will go for a walk. There is no rain. The weather is good, the sun is shining, and you can pick flowers. You walk, and I will ring the tambourine, you will have fun walking to the sound of it. If it starts to rain, I'll start banging on the tambourine. And when you hear, you should quickly go into the house. Listen carefully to how I play." The teacher plays the game, changing the sound of the tambourine 3-4 times.

Louder

Purpose of the game: develop coordination of movements.

Equipment: 2 flags for each child, a tambourine.

Age: 4–5 years.

Progress of the game: children sit or stand in a semicircle. Each person has two flags in their hands. The teacher loudly hits the tambourine, the children raise the flags up and wave them. The tambourine sounds quietly - the children lower the flags. Follow correct posture children and correct execution of movements. Change the sound strength no more than 4 times so that children can easily perform the movements.

Find out by the sound what I'm doing

Purpose of the game: develop attention and phrasal speech.

Equipment: various toys and objects (book, spoon, pipe, drum, etc.).

Age: 5–6 years.

Progress of the game: The players sit with their backs to the leader. He makes noises and sounds with different objects. The one who guesses what the presenter is doing is making noise, raises his hand and, without turning around, tells him about it. You can make different noises: throwing a spoon, an eraser, a piece of cardboard, a pin, a ball on the floor, hitting an object against an object, leafing through a book, crumpling paper, tearing it, knocking on a drum, sweeping, planing, cutting, etc. The one who guesses the most different noises, is considered the most attentive and receives chips or small stars as a reward.

Guess the animal

Purpose of the game: consolidate concepts on the topic “Animals and Birds”, form correct sound pronunciation.

Equipment: pictures of animals and birds.

Age: 4–5 years.

Progress of the game: The teacher holds in his hand several pictures depicting animals and birds. The child takes one picture so that the other children do not see it. He imitates the animal's cry and movements, and the rest of the children must guess what animal it is.

Guess who called

Purpose of the game: learn to identify a friend by voice, develop coordination of movements.

Equipment: bear toy. Age: 4–5 years.

Progress of the game: the players are sitting. One of them stands in the center of the circle and closes his eyes. The teacher, without naming a name, points his hand at one of the players. He pronounces the name of the one standing in the center. The last one must guess who called him. If the one standing in the center guesses right, he opens his eyes and changes places with the one who called him by name. If he makes a mistake, the teacher invites him to close his eyes again, and the game continues. Children run around the playground. At the signal, the children take their places in the circle. One child remains in the center of the circle. The children walk in a circle and say: “We frolicked a little, everyone settled down in their places. Guess the riddle, find out who called you!” The game is repeated several times. The game can be played in another version. Children sit in a semicircle. In front of them, at some distance, a child with a teddy bear sits with his back to the children. The teacher invites one of the children to call the bear. The driver must guess who called him. He stops in front of the caller and growls. The one who is recognized receives a bear, sits on a chair with it and leads it around.

snailPurpose of the game: recognize a friend by his voice. Equipment: snail cap mask. Age: 4–5 years.

Progress of the game: The driver (snail) stands in the middle of the circle and is blindfolded. Each of the players, changing their voice, asks: “Snail, snail, Stick out your horns, I’ll give you sugar, A piece of pie. Guess who I am." The one whose voice the Snail recognizes becomes the Snail himself.

Who is this

Purpose of the game: develop auditory attention.

Equipment: blindfold.

Age: 4–5 years.

Progress of the game: children stand in a circle. The driver goes into the middle of the circle, closes his eyes and then walks in any direction until he comes across one of the children, who must give a voice in a pre-agreed manner: “kuka-re-ku”, “av-av-av”, “meow- meow,” etc. The driver must guess which of the children shouted. If he guesses correctly, he stands in a circle. The one who is recognized will be the driver. If he doesn’t guess correctly, he will have to drive three more times, and then he will be replaced by another.

Frog

Equipment: blindfold.

Age: 4–5 years.

Progress of the game: children stand in a circle, and one blindfolded stands inside the circle and says: “Here is a frog jumping along the path, legs outstretched, Saw a mosquito, Screamed...” The one to whom he pointed, at that moment says: “Kwa-kwa -kwa.” The driver must determine who the frog is by his voice.

Complete the task

Purpose of the game: develop hearing acuity.

Age: 5–6 years.

Progress of the game: The players are divided into two equal groups and lined up in one line. The leader moves away to a certain distance, stands opposite and in a clear, intelligible whisper (conditional only if everyone actively listens) gives commands: “Hands up, to the sides, around” and other, more complex ones. Gradually moving further and further, the leader makes his whisper less conventional and complicates the exercises.

Another version of the game: all the children walk in a circle. The presenter, in a voice of normal volume, asks to perform some movement, and then in a conventional whisper pronounces the name (surname) of the person who must perform it. If the child does not hear his name, the leader calls another child. At the end of the game, the teacher announces who was the most attentive.

Cold - hot

Purpose of the game: consolidate the concept of “hot - cold”, develop coordination of hand movements.

Equipment: ball.

Age: 5–6 years.

Progress of the game: Children sit in a circle on the floor and roll the ball. If a child rolls a ball to another and says the word “cold,” the second child can touch the ball. But if they tell him “hot,” then he shouldn’t touch the ball. Whoever makes a mistake and touches the ball receives a penalty point and must catch the ball while standing on one or both knees (at the discretion of the driver).

Be careful

Purpose of the game: develop phrasal speech.

Equipment: various toys: cars, dolls, cubes, etc.

Age: 5–6 years.

Progress of the game: The teacher calls one child and gives him a task (for example, take a teddy bear and put it in the car). The teacher makes sure that the children sit quietly and do not prompt each other. The tasks are short and simple. The child completes the task and then says what he did.

Make no mistake

Purpose of the game: learn to navigate in space and develop quantitative concepts.

Equipment: small toys.

Age: 3–4 years.

Progress of the game: The teacher sits down at the table with the children and asks each one in turn to bring several toys from those laid out on another table: “Tanya, bring two mushrooms.” The girl goes, brings two mushrooms and says what she did. If the child has completed the assignment well, the children applaud him as a sign of encouragement; if he has completed the task incorrectly, the children point out the mistake and count the toys they brought with him. When the children have brought all the toys, they can play with them.

Listen and do

Purpose of the game: develop understanding of verbal instructions and phrasal speech.

Equipment: various small items and toys (forfeits).

Age: 5–6 years.

Progress of the game: The teacher names several different movements without showing them. The child needs to perform the movements in the sequence in which they were named, and then list the sequence of exercises performed. The child is rewarded for correct, accurate completion of the task: for each correctly performed action - a point (forfeit). The one with the most points is the winner.

Option. The teacher gives two or three children tasks at the same time: “Petya, run”, “Vanya, go into the hall, open the window there”, “Kolya, go to the buffet, take a cup and bring Tanya some water”, etc. The rest of the children watch correct execution. Anyone who completes the task incorrectly pays a forfeit.

Claps

Age: 4–5 years.

Progress of the game: Children sit in a circle at a short distance from each other. The teacher agrees with them that he will count to five, and as soon as he says the number 5, everyone must clap. There is no need to clap when pronouncing other numbers. Children, together with the teacher, count loudly in order, at the same time bringing their palms together, but without clapping them.

The teacher plays the game correctly 2-3 times. Then he begins to “make mistakes”: when pronouncing the number 3 or some other number (but not 5), he quickly spreads and joins his hands, as if he wants to clap. Children who repeated the teacher’s movements and clapped their hands take a step out of the circle and continue to play, standing behind the circle.

Lotto

Purpose of the game: teach children to correctly correlate the name and image of an object.

Equipment: any children's lotto (“Play and work”, “Picture lotto”, “Loto for the little ones”).

Purpose of the game: develop quantitative concepts.

Progress of the game: The children are given large cards, and the teacher takes the small ones and names each of them in sequence. Speaks clearly, repeats 2-3 times. The child who has the named object raises his hand, says: “I have...” and names the object. In a more simplified form, this game is played in pictures “Pictures for Kids”.

Children receive five or six cards of this lotto and lay them out on their cards (you need to take two lotto).

The teacher asks: “Who has a dog?” Whoever has a picture of a dog picks it up and names it.

For the first two or three games, the teacher sits in front of the children so that they can see his articulation, but then he sits behind them, and the game continues with auditory attention. The teacher puts the cards missed by the children aside. In the future, you can choose a child as the leader.

Don't miss it!

Purpose of the game: accumulate and clarify words denoting objects and actions of objects.

Age: 4–5 years.

Progress of the game: At the beginning of the game, the teacher should be the driver; later, when the children get used to the game, the child can be the driver.

It is necessary that the child who will drive has a sufficient vocabulary. All children stand in a semicircle, the driver faces them. He says: “I will list: a bird flies, a plane flies, a butterfly flies, a crow flies, and so on, and you raise your hand every time. But listen carefully: I could be wrong, for example, I could say: the cat is flying. If I say it correctly, you need to raise your hand, if it’s wrong, then you can’t raise your hands.”

At the end of the game, the teacher names the more attentive ones. At the beginning of the game, the teacher speaks slowly, stopping after each phrase, allowing the children to think whether the object is correctly correlated with its action. In the future, you can speak quickly and eventually introduce another complication: the driver himself raises his hand every time, regardless of whether this should be done or not.

Repeat the words

Purpose of the game: activate the dictionary, develop memory.

Age: 5–6 years.

Progress of the game: The presenter names five or six words, the players must repeat them in the same order.

Missing a word or rearranging is considered a loss (you have to pay a forfeit). Depending on the speech capabilities of the children, words are selected of varying complexity. The winner is the one who lost the least forfeits.

6. Word games

Verbal games conducted in kindergarten are aimed primarily at developing children's speech. At the age of 2–3 years, children are already able not only to understand what others say to them, but also to independently express their own thoughts.

It is during such a game that children show interest in the world around them and form ideas about all kinds of natural phenomena. Children learn not only to establish connections between certain objects, but also to understand the speech of adults without visual accompaniment.

In older preschool age, children learn to generalize objects based on common features, find similarities and differences in what they see, and name the changes that have occurred in objects, which will undoubtedly be useful when studying at school.

In order for games aimed at developing speech to be more effective, it is necessary to use a variety of visual aids, combine conversations with all children with individual ones, and alternate games, using new ones whenever possible.

Katya's walk

Purpose of the game: help children remember the sequence of actions, encourage them to use speech during play. Continue teaching children how to play with their peers. Encourage children to use words such as “thank you”, “please”, “please”, etc.

Equipment: Katya doll, small garden with benches, made by the guys from cubes, several other toys (for example, a bear cub, a fox and a kitten).

Age: 3–4 years.

Progress of the game: The teacher shows the children the Katya doll and says that today she will go for a walk in the park, which the children will now build from blocks. Everyone is given blocks, and the children begin to make benches, borders, and arrange trees. All work should be accompanied by comments from the children. To do this, the leader encourages the children to answer his questions:

1) do you like to walk in the park?

2) what are the benches for?

3) is it possible to litter by throwing papers and cans on the grass? Why?

4) others.

During the answers, the teacher listens carefully to the children and, if necessary, corrects them so that the sentences are constructed correctly.

The next stage, when the park is ready, the Katya doll goes for a walk there, greeting her friends: a bear cub, a fox and a kitten, talking to them about the weather, where they went today and what interesting things they saw.

First, the director himself can voice the Katya doll, and the children can voice the animals. But when everyone understands the main essence of the game, then you can completely entrust its implementation to the children, but at the same time carefully monitor that the children correctly use words such as “thank you” and “please”.

This game helps develop not only children’s speech, but also their imagination.

turnip

Purpose of the game: to develop in children independence, imagination, creative abilities, observation, teach children to show the fairy tale “Turnip” in roles, teach basic facial expressions.

Equipment: a large illustration for the fairy tale “Turnip”, when all its heroes pull a turnip out of the ground.

Progress of the game: The leader, together with the children, recalls the Russian folk tale “Turnip”. To do this, the teacher reads the book loudly and shows everyone the illustrations, which helps the kids better imagine the events taking place.

Then the leader offers to show the fairy tale on their own, only for this you need to choose the children to play the role of a turnip, a grandfather, a woman, a granddaughter, a bug, a cat and a mouse. When everything is ready for the performance, the teacher begins to explain the rules of the game. All the heroes, when their name is called in the fairy tale, will have to take a step forward and say certain words (for example, a child who will play the role of a turnip must say at every mention of it: “Yes, I have grown up already.”

When you hear the word “grandfather” you will need to say: “I’m pulling, I’m pulling.” When the word “woman” is mentioned, the child playing her role will say: “Oh, I need to tie a scarf.” When you hear the word “granddaughter” you should say: “Here I am!” When you mention the Bug, you need to bark, when you mention the cat, you need to meow, and when you hear the word “mouse,” you need to say: “Finally, they called you!”

When the kids remember well the words that they need to say, you can start showing a fairy tale, which will be evaluated by children who are not participating in this game. If the guys take on this task with enthusiasm, then the fairy tale will turn out to be very interesting and funny.

Come up with a proposal

Purpose of the game: teach children to correctly name objects, enriching their vocabulary, develop memory and attention, which helps them concentrate in the current situation and make the right decision, cultivate a love for their toys and a desire to put them away after playing.

Equipment: children's favorite toys, pictures of animals.

Progress of the game: The teacher organizes the game as follows: calls one volunteer and asks him to come up with a sentence with the word “cat”. When the child names it (for example, “I have a cat at home”), you can offer to say invented sentences to other children.

When the rules of the game are clear to everyone, the leader invites everyone to take their places on chairs arranged in a semicircle. Then the teacher no longer says the new word, but only shows a picture of an animal or a toy.

Now the children begin to compose sentences so that this word is present in them. The kids answer in a chain, and it is necessary to ensure that the answers are not repeated.

If children find it difficult to answer, they can pass the move to the next participant, but you should not focus on this, since not all kids are able to immediately compose a certain phrase. This game is quite complex, so it should first be played in small subgroups to make it easier for children to concentrate, and only then up to 10 people can participate in it.

The most resourceful

Purpose of the game: teach kids to play together, using common toys, show concern for others, repeat concepts such as “fruit”, “vegetable”, “berry”, develop children’s speech, helping them use not only simple sentences, but also complex.

Equipment: cards with the image of an apple, strawberry and carrot; three big arrows.

Progress of the game: The teacher invites the children to divide into 3 teams; to do this, he places three large arrows on the floor so that they are directed towards different sides. Then the children line up and begin to approach the shooters. At the same time, they take turns choosing the right, middle or left. So all the guys disperse in three directions.

When the teams are formed, the leader suggests remembering what the words “fruit”, “vegetable” and “berry” mean and how they differ. Then the team captains go to the center of the playing court and select one picture at a time, which is located face down, and return to their place.

Only now the leader explains the rules of the game, which consist in the fact that it is necessary to name as many words as possible related to this category. The team that manages to name the most fruits, vegetables or berries in 1 minute wins the game. At the same time, the teacher must carefully ensure that the names are not repeated. If the team finds it difficult to complete a task, then the leader should prompt the guys.

Say the word

Purpose of the game: teach children to identify the first sounds in words, paying special attention to the fact that words can be made from them, continue learning to clearly pronounce sounds, syllables and words, develop children’s speech and the ability to independently assemble a whole from parts.

Equipment: cards with letters such as K, L, M, O, S.

Age: 4–6 years.

Progress of the game: The leader tells the children that today they will compete with each other and determine the most observant, smart and talkative child. To do this, you need to divide into 2 teams and come up with a name for each so that it is associated with letters or the alphabet.

When everything is ready for the game, the teacher explains its rules, which are that you need to name as many words as possible starting with a certain letter. Since not all children are yet familiar with letters, before they begin to complete the task, everyone pronounces the desired sound in unison.

At the next stage, the leader begins a survey, which can be conducted as follows: each team is given 5 seconds to name a word beginning, for example, with the letter “s”. Then the opposing team calls the word. This continues until the children have a suitable answer. If they do not say a word within 10 seconds, then the right to answer passes to the other team. In this round, the last team to give the correct answer wins. Then the game continues, and the teams name words that begin with a different letter. The winner is the group of children who won 2 or even 3 times over the course of three rounds.

Riddles competition

Purpose of the game: develop imagination, the ability to generalize, enrich children’s vocabulary and encourage them to use it in speech complete sentences, continue to teach children to solve riddles.

Equipment: cards with the image of a mushroom, spruce, cucumber, cabbage, onion, drum, bicycle, scissors, bud, waves, mosquito, hanger, felt boots and feet, which are clues to the riddle.

Age: 4–6 years.

Progress of the game: The teacher invites the children to divide into 2 teams and come up with a name for each. Then the leader says the name of the game in which everyone will now participate.

It is necessary to ask the children what riddles they know, ask the children present to guess some of them. When everyone is finally ready to play, we can begin.

To do this, the teacher asks each team a riddle in turn and asks them to give an answer within 30 seconds. If the children do not know him, then the right to answer goes to the opposing team.

Don't forget that kids sometimes just memorize the answers to certain riddles and don't even try to decide why he is like that.

To avoid this, you should always ask children why they decided that they needed to answer exactly the way they guessed.

When the children learn to solve riddles on their own, this activity will give them great pleasure. But the teacher should take into account that the riddles he offers to children must be appropriate to their age. The following riddles for teams can be selected:

1) Antoshka stands on one leg (mushroom);

2) in winter and summer in one color (spruce);

3) without windows, without doors, the room is full of people.

4) one hundred clothes and all without fasteners (cabbage);

5) grandfather is sitting, dressed in a hundred fur coats. Whoever undresses him sheds tears (bow);

7) two rings, two ends, and in the middle there are nails (scissors);

8) he was a tight fist, but when he unclenched he became a flower (bud);

9) not an animal, not a bird, a sock like a knitting needle. Flies - screams, sits - silent (mosquito);

10) this horse does not eat oats, instead of legs there are two wheels. Sit on horseback and rush on it, but it’s better to steer the wheel (bicycle);

11) I serve in the locker room, holding my coat hanging (hanger);

12) in calm weather we are nowhere, and the wind blows - we run on the water (waves);

13) not shoes, not boots, but they are also worn by feet. We run in them in winter: in the morning - to kindergarten, in the afternoon - home (felt boots);

14) all their lives they have been racing, but they cannot overtake each other (legs).

For each correctly guessed riddle, the team receives 1 point. The group of children who scores the most points wins the game.

Counting with obstacles

Purpose of the game: develop in preschoolers imagination, speech, desire to use existing knowledge, continue to strengthen counting skills up to 10 in a straight line and reverse order, ability to play in a group of peers.

Equipment: cards with numbers from 1 to 10.

Age: 5–6 years.

Progress of the game: The teacher invites the children to test their knowledge and asks them to count out loud in chorus from 1 to 10. Then the children must do the same, but only in reverse order.

It can be quite difficult for preschool children to navigate this situation, so numbers that are written on paper tape and attached to a magnetic board come to their aid.

Then the leader invites the children to count together, calling the numbers one by one, for example 1, 3, 5, 7, 9 or 2, 4, 6, 8, 10. This type of counting helps develop logical thinking and the ability to mentally imagine the order of numbers, naming them only those that are necessary.

The following task helps improve memory, but children will not be able to complete it the first time, so the teacher must first explain it and only then show it by example. It consists in the fact that you need to count from 1 to 10, while counting, skip some numbers, for example, do not say the number 3 or 6.

You can come up with quite a lot of tasks that managers can offer to children, here are just a few of them:

Who will talk to whom?

Purpose of the game: support children's attention with the help of visual aids, develop their active vocabulary, attention, memory, ability to remember and repeat certain phrases.

Equipment: cards with images of any objects or illustrations of paintings that will help children find a topic for conversation.

Age: 5–6 years.

Progress of the game: The leader invites the children to take their seats and listen carefully to the rules of the game, which consist in the fact that it is necessary, like a parrot, to repeat everything that the opponent says.

2 people are selected to play. One child must speak for 2 minutes, without stopping, everything that comes to his mind. And the other kid is obliged to repeat after him, but not only the words and sentences, but also the intonation with which they were pronounced.

The game continues until one of the participants gets confused, because talking to someone at the same time is not so easy. If the child who spoke the main text stops, then he is replaced by any other spectator, and if the child repeating the phrases gets lost, then he changes roles with his opponent. If the guys cope with such a game quite easily, then you can introduce a third participant into it, who will repeat the phrases after the second participant. Thus, we get a whole chain in which it is almost impossible to understand anything.

Describe the drawing

Purpose of the game: teach children to correctly name objects, enriching their vocabulary, developing memory and attention.

Equipment: on the magnetic board must be placed big poster, the names of objects and animals drawn on it begin with a certain letter, for example “s” (snowman, frying pan, traffic light, boot, pig, bag, footprints, snow, snowflakes, pine, arrow, dog, sleigh, elephant, violin, sun, magpie, dragonfly, owl, fairy tale, airplane and others depending on the teacher’s imagination).

Age: 6–7 years.

Progress of the game: The teacher draws the children's attention to the fact that today they will play a very unusual game, but before everyone learns its rules, they must be divided into 3 teams.

At the next stage, the leader shows the prepared poster and asks the children to name only objects starting with the letter “c”. Children begin to list: snowman, frying pan, traffic light, boot, net, pig, bag, footprints, snow, snowflakes, pine, arrow, dog, sled, elephant, violin, sun, magpie, dragonfly, owl, fairy tale, airplane, etc. Then you can start the game. To do this, everyone must think carefully and compose as many sentences as possible with these words. When the time is up (and no more than 2 minutes are allotted for this), the leader invites the first team to name their proposal, then another group of children says theirs, then the third.

The game continues as long as children have options. The team that comes up with the most sentences with the right words wins. In order to count the number of correct answers for each team, after answering it is recommended to give each of them one chip, which then simply needs to be added up.

Synonyms

Purpose of the game: teach children to group words according to common characteristics, develop the ability to identify objects that do not meet certain requirements.

Equipment: cards with objects depicted on them (fire, plant, car, plate of food, pipe, hat, coat, etc.), chairs for each participant.

Age: 6–7 years.

Progress of the game: The teacher invites the children to take their places on the chairs, which are arranged in a semicircle. There is another empty chair in the center. Using any tongue twister, one child is selected from those present, who takes the free seat.

At the next stage, the teacher explains the rules of the game, which consist in the fact that it is necessary to name words that are very close in meaning to the word that will be named by the leader. First, the teacher gives an example (close - nearby, quickly - soon, eat - eat, look - look).

When the guys understand the meaning of the game, we can start. The leader shows a card with a picture of something to the child who is in the center, then he tries to name this object in several words, for example, book, brochure. If the kid coped well with the task, then he chooses the next participant in the game, who takes his place and receives a new task.

Words and pictures that can be offered to children can be the following: fire - flame, flower - plant, car - car, food - food - dish, etc.

Such a game helps children not only enrich their vocabulary, but also encourages them to use words in speech that they have not used before.

Antonyms

Purpose of the game: develop children's speech, attentiveness and ability to find similarities and differences in the presented words.

Age: 6–7 years.

Progress of the game: The game is played similarly to the previous one, only instead of showing the children pictures depicting this or that object, the teacher himself names the word.

The first step is to ask the guys whether they liked the game that was played earlier, what needed to be done in it, and whether the guys succeeded. Only then can you explain the rules of the game, which consist in the fact that now you should say words that are not similar in meaning, but, on the contrary, opposite. It is not necessary for the manager to name the terms “synonym” and “antonym” themselves.

After the children have learned the rules of the game, you can ask them to name a word with the opposite meaning to the words “sad” (joyful), “truth” (lie).

Now you can start playing. Children take their places on chairs arranged in a semicircle and choose the first participant. When the child names the word correctly, he calls another child to the center. If children understand the rules of the game well, then it proceeds very quickly, but at the same time requires a lot of attention from its participants.

Words for tasks can be chosen as follows: benefit (harm), work (rest), sweet (salty or bitter), sit (stand), walk (run), ceiling (floor), sky (earth), big (small), day (night), etc.

Yes, no, I don't know

Purpose of the game: introduce the concepts of letters and sounds, show their differences, continue to work on pronunciation, develop children’s speech, independence and cultivate a desire to play together.

Age: 7 years.

Progress of the game: The teacher invites the children to get together and begins to explain the rules of the game, which are that it is necessary to answer any questions only with the words “yes”, “no”, “I don’t know”. If the child answers differently without thinking, he leaves the game.

When the children have mastered the rules, the leader can start the game, taking on the role of driver. Children sit on chairs arranged in a semicircle so that they can easily reach everyone. The teacher begins to ask the kids questions one by one. They can be like this:

1) what is your name?

2) do you like tomatoes?

3) what color are they?

4) do you have six fingers on your hand?

5) how much?

6) what does your mother do?

7) what time does she return from work?

8) do you go to kindergarten every day?

9) do you like it here? 10) others.

The teacher tries in any way to confuse the children so that they give the wrong answer. When everyone present understands the main meaning of the game, you can assign one of the children to the role of driver.

To make the game faster and more fun, the kids should be divided into two teams so that each plays independently.

7. Games that develop attention

Play is one of the most natural and favorite activities for children. It is during gaming activities that qualities such as endurance, the ability to think logically, speed of reaction, and memory are developed and practiced. But the most important task is, undoubtedly, the development of attentiveness, observation and skill long time focus on a specific subject.

This section of the book contains games and game moments that will help educators and parents properly organize free time child, developing his abilities and showing talents.

Games for the development of attention are inextricably linked with games for the development of memory, thinking, and speech in children, therefore this chapter contains both active and intellectual games.

Merry song

Purpose of the game: teach children to coordinate their movements with the lyrics of the song they sing, instill in children a love of music, a desire to play and sing in a group of peers, and develop attentiveness and intelligence.

Equipment: piano, Katya doll.

Age: 3 years.

Progress of the game: The teacher asks the children to sit on the prepared chairs, which are arranged in a semicircle.

The music director begins the game by telling the children that the doll Katya has come to visit them today. She really wants to learn a funny song and the steps to it.

The teacher sits in the center of the semicircle so that all children can clearly see him, and asks the children to clap to the beat of the music, then stomp (the melody is used from the collection of children's songs “We Love Music” No. 2).

When the children have mastered the melody of the song well, they can begin to learn the words:

Clap, clap more cheerfully, Clap and clap, Clap and clap.

This verse is performed twice, and the children clap their hands while singing.

The second verse goes like this:

Stomp, stomp more cheerfully, Stomp and stomp, Stomp and stomp.

These words are also repeated twice, and while singing the children stomp their feet.

In order for the kids to carry out actions consciously, you can change the words in the verse and monitor the children.

Whose baby

Purpose of the game: develop the child’s speech and thinking, introduce children to the names of various animals and their babies, and support children’s attention with the help of visual aids.

Equipment: large photographs or drawings of animals (goat - kid, cow - bull, dog - puppy, cat - kitten, sheep - lamb, hen - chicken, etc.).

Age: 3–4 years.

Progress of the game: The leader offers the children several pictures, which should be divided into two categories: adult animals and their young. The children complete the task, and the teacher hangs the drawings on a magnetic board.

The next step is for each animal to find a mate, i.e. its cub. But you need to not only correlate them, but also name them, which can be difficult for children 3–4 years old.

If during this task the children cannot independently remember the names of certain animals, then the leader helps them. This task helps children remember not only animals, but also their children, as well as systematize existing knowledge.

Elements of the game can be introduced in the next step, asking children to remember the names of animals, showing only drawings of their cubs. The most erudite and fastest kid who gave the most correct answers wins.

Help the little bear

Purpose of the game: develop children's attentiveness, independence in choosing actions, coordination of movements, and the desire to help friends in trouble.

Equipment: 10 small sheets of paper with pebbles drawn on them, a bear cub.

Age: 3–4 years.

Progress of the game: The teacher gathers the children together and says that the little bear Sema loves honey very much. But the bees that collect it have built their nest in the forest behind the swamp, and Sema cannot cross the pebbles to the forest himself because he is afraid of falling. We need to help him in such a difficult matter.

The teacher shows exactly how to walk over the pebbles and how to carry the teddy bear so as not to get your feet wet. So the children take turns walking through the swamp.

When the kids master this path, you can ask them to walk the distance in pairs, holding hands. To do this, double the number of pebbles. One of the guys is holding the bear cub.

If the children have coped well with this task, then it can be made a little more difficult by asking them to walk this distance with their eyes closed.

At the same time, players develop not only attentiveness, but also the ability to concentrate when necessary.

Fast, agile, attentive

Purpose of the game: develop attentiveness, memory, speed, dexterity, repeat counting to 10, teach children to play together.

Equipment: a small toy, a whistle, a large circle drawn with chalk on the floor.

Progress of the game: The teacher divides the children into two teams, for each the children come up with a name, for example, bear cubs and fox cubs. Then the leader invites the children in groups to pay in order and each remember their serial number.

The next step is that the leader asks the children to stand in a circle along the drawn line so that everyone can clearly see the toy that the teacher places in the center.

After this, the leader calls a number from 1 to 10, and the guys with these numbers quickly run in a circle, try to quickly take their place and then grab the toy that lies in the center. The player who takes it first earns a point for his team.

The group of children with the most points wins the game.

High - low

Purpose of the game: teach children to determine the distance to an object (high - very high - low - very low), to use the appropriate words in speech. Inspire the joy of playing in a group of peers. Develop attentiveness and the ability to focus on a specific subject.

Equipment: 2-3 favorite medium-sized toys.

Age: 3–4 years.

Progress of the game: The teacher invites the children to play a game in which they will determine at what distance from them the prepared toys are located.

The leader asks the children to stand in a row, and one of them to place several toys in the room so that the distances to them are different. Next, the children say which toy is high (the child cannot reach it on his own) and which is low (the toy can be taken without much effort).

When children have mastered these concepts well, then new ones can be introduced: “very high” (impossible even for the teacher to reach) and “very low” (located on the floor).

Thus, with the help of comparison, children learn the material more easily. And to reinforce it, you can hold a small competition in which children must use questions (how high or how low is the toy?) to determine the location of the desired object.

In a similar way, you can introduce concepts such as “far - very far”, “close - very close”. This game can be played not only in the room, but also on the street. In this case, the concepts of “far” and “very far” will be different than in the room.

Find what has changed

Purpose of the game: teach children to name objects correctly and enrich their vocabulary. Develop memory and attention, which helps to concentrate. Cultivate a love for your toys and the habit of putting them away after playing.

Equipment: toys different sizes and colors: bear, bunny, elephant, kitten, fox, 2-3 small dolls, cubes different colors and shapes.

Age: 3–4 years.

Progress of the game: The teacher invites the children to play together and determine the most attentive and observant one. To do this, you need to see and say which item is missing.

You can conduct a lesson with the whole group of children at once or individually. If the game is collective, then the leader asks everyone to stand in a circle, in the center of which he places several prepared toys in a certain order.

Then the teacher tells the children that they should look very carefully at the objects and remember in what order they are. After this, the children close their eyes and turn away from the objects, and at this time the leader changes places of the toys or removes one of them.

When the children turn around, they should notice the changes that have occurred and tell the teacher about it. This continues for 7-10 minutes.

The winner of the game is the child who gives the most correct answers.

Animal sculpting

Purpose of the game: consolidate children’s ability to divide plasticine into parts, roll them into balls and sticks, attach them to other parts in order to mold, for example, a bunny, make children want to sculpt in a group of peers, and develop independence in creating objects from plasticine.

Equipment: a set of plasticine for each child, rags, a board, some water in a glass for wetting hands, beads for eyes and nose.

Age: 3–4 years.

Progress of the game: The teacher organizes the children and asks them to carefully examine what is on their tables. The children answer that these are modeling kits made from plasticine. Next, the leader asks everyone to guess what animal everyone will sculpt today. To do this, he reads the riddle: “Run up the mountain, and somersault down the mountain” (hare).

The next step is to divide the piece of plasticine into three equal parts, one of which will be the head, the other the body, and the third the paws. When everything is ready, the teacher asks you to roll the first piece of plasticine into a ball, from which you need to pull out long ears. Next, you need to make eyes from beads, and from another larger bead, make a nose.

From another piece you should make a larger ball, which you then roll into an oval. After all the children have finished working, you can attach the head to the body. From the remaining piece you need to roll out 4 sticks that will serve as paws.

Next, you need to attach the resulting legs so that the bunny is stable. If this is not possible, then the guys can make a small chair out of plasticine, on which our creation will be located.

This activity helps children not only learn how to sculpt animals, but also develops attention and independence, which is well reflected in development personal qualities Guys.

ring

Purpose of the game: develop attentiveness, artistry, concentration, increase children's vocabulary. Learn to formulate questions.

Equipment: a small ring that should easily fit into children's pockets and palms and at the same time be invisible.

Age: 4–5 years.

Progress of the game: The guys stand in a row and, using a counting rhyme, choose a driver. You can come up with a counting table with the help of children, for example:

Ring, ring,

Hide behind the stove.

Kolya will come

He will find the ring.

Instead of the name Kolya, you need to use the name of the driver.

The next step is that the driver closes his eyes and turns away, and the guys hide the ring in the room and stand in a row again so that it is difficult to guess in which part of the game it is hidden.

Then the driver turns and opens his eyes. To make it easier for him to find the ring, he can ask the guys questions to which they can answer “yes” or “no” (is the ring hidden to my right? Is it in the closet? Will I find it on the top shelf? etc.). d.). A child can use only five such hints.

If during this time the baby could not find the ring, then the child who hid this item so well becomes the driver.

During the game, you should explain to the children the rules, which are that you cannot hide the ring in the same place twice and you cannot put it in the players’ clothes.

Who needs it

Purpose of the game: systematize children's knowledge about professions, develop logical thinking, attention, memory, and the desire to play in a group of peers. Bring up positive attitude to all professions and the understanding that they are all necessary.

Equipment: hairdressing scissors, hair dryer, comb; medical supplies, such as a toy thermometer, syringe, phonendoscope (for listening to patients); teacher's pointer, crayons for writing on the blackboard.

Age: 4–5 years.

Progress of the game: The teacher invites the children to play a game and says that they should first divide into three teams. Next, each of them must come up with a name and choose a captain. Then the leader asks the kids what their parents do and what they produce.

The next step is that the teacher distributes prepared sets to each of the teams and invites the children to guess what profession they belong to. The guys answer that this is a hairdresser, a doctor and a teacher.

When everyone has carefully examined the visual material, the teacher invites the children to show how people of one profession or another work.

The kids, with the help of a leader, show a short sketch on a given topic or conduct a short role-playing game.

The winner of the game is the team that was the most united and fastest, and was also able to more accurately demonstrate the characteristics of a particular profession.

Multi-colored cards

Purpose of the game: train attention, memory, the ability to navigate well in the current situation, study the names of primary colors and their shades, as well as the shapes of objects.

Equipment: 10 cards not large size so that they fit in the teacher’s hand, with various drawn figures (squares, circles, triangles, ovals, painted in different colors.), a toy elephant.

Age: 4–5 years.

Progress of the game: The leader lays out the prepared cards on the table, pattern down, then asks the guys to come up and see what Kuzya the elephant brought them. When the children guess that these are cards with some pictures, the cards should be turned over and shown to everyone.

Children carefully examine the multi-colored figures and say what they are called and what color they are. Then the teacher turns the cards over again and shuffles them.

At the next stage, the leader picks up any two cards, shows what is drawn on them, and asks the children to remember the shapes and their color. Then the teacher puts them together with everyone else and mixes them. When he takes two cards again, the guys must say whether they are the same or the other, and they must justify their answer by determining the difference between these figures and the previous ones.

If children easily learn the game, you can invite the children to organize it themselves, using visual material made with their own hands.

Guess who it is

Purpose of the game: develop children’s abilities such as artistry, imagination, and the ability to mentally transform.

Equipment: Not large sheets paper, glue, children's scissors, felt-tip pens or markers of different colors.

Age: 4–5 years.

Progress of the game: The teacher tells the children that today there will be a very unusual game that will require attention and intelligence from everyone present. First you should choose a driver. If the game is being played for the first time, then it should be the most active and artistic child. We should not forget that not a word should be spoken during the pantomime show.

When everything is ready for the game, the driver goes into another room or turns away and figures out what animal or object he will show. If this is difficult for the child, then the teacher can give advice, but so that no one hears.

Next, the child turns to those present and shows a pantomime. The rest must guess what exactly the driver showed. Whoever guesses the answer becomes the driver and leaves the room to rehearse. If necessary, he can make a mask or any other parts that will be needed (for example, ears or a nose). For this, scissors, paper, and glue are prepared.

The winner of the game is the kid or kids who turned out to be the smartest and managed to show the most interesting pantomime.

What is drawn

Purpose of the game: develop imagination, memory, logical thinking, the ability to recognize a picture by its parts, teach children to play with friends and enjoy it.

Equipment: a large photograph of any animal well known to children, small square cards white, necessary to close the prepared picture.

Age: 4–6 years.

Progress of the game: The teacher attaches a large photograph to the magnetic board in advance and covers it with 12 or 20 white sheets using magnets so that its picture is not visible.

Next, the leader asks the children to divide into two teams and take their places on the chairs. The teacher explains the rules of the game, which are to determine as quickly as possible which drawing is covered with sheets of paper.

At the next stage, the leader asks the teams to take turns naming which piece of paper to remove from the photo and which part of it to open.

If the participants in the game have a version about which drawing is hidden, then they raise their hand and, with the permission of the leader, name it. The team that can identify what is shown in the photograph before the other wins the game.

Who is more attentive?

Purpose of the game: develop children's attention and vocabulary. Learn to compare objects and find differences and similarities. Fostering curiosity and the desire to play in a group of peers.

Equipment: 2 similar large pictures, generally identical, but with some differences, drawings depicting a rainbow using black and brown paints; vegetables and fruits colored blue and green instead of red and yellow.

Age: 5 – 6 years.

Progress of the game: The teacher invites the children to play a very interesting game. To do this, you should choose a driver who will show the prepared pictures.

The next step is that the leader explains the rules of the game, which are that you need to find as many differences as possible in the shown pictures. The participant (or participants) who scores the most points wins.

The next round involves the three players who were the most active during the first task. You need to find errors in the proposed drawings: vegetables are painted in colors that are unnatural for them, for example, beets are blue, carrots are green, oranges are red, etc.

If the guys completed this task with ease, then they can be shown a drawing with a rainbow, in which there are black and brown colors. Children must find the mistakes and tell what colors are usually present in the rainbow.

In this way, the most active, smart, observant and attentive participant in the game is determined. If the guys cope well with this task, then you can ask them to draw something on their own in such a way that there is a small error in the drawing. The rest of the guys must find the inaccuracy.

Edible – inedible

Purpose of the game: develop attention, the ability to focus on a specific subject, dexterity, and quick thinking. Teach children for short time divide objects into two categories: edible and inedible.

Equipment: elastic band 4–5 m long, knitted into a ring.

Age: 5–6 years.

Progress of the game: The teacher gathers the children in game room and asks you to answer the following questions:

1) which of the following items are edible (apple, carrot, telephone, tangerine, car)?

2) which of these objects are inedible (chair, house, cat, potatoes, sausage, TV)?

3) what would you like to eat from what will be listed (pineapple, book, strawberry, flower)?

4) what would you not eat under any circumstances (felt-tip pen, pastry, cake, paints for drawing)?

5) divide the following words into two groups (edible - inedible): notebook, letters, table, tomato, cucumber, computer;

Such questions before starting the game will help children easily divide all objects into edible and inedible and perform the necessary actions depending on this.

Then the leader explains the rules of the game, which are that you need to determine as quickly as possible whether the named item is edible or not.

Next, everyone chooses a driver, stands inside the rubber band and listens carefully to what the chosen player has to say. If he names an item that can be eaten, then everyone remains in place. The one who has already managed to jump out of the ring becomes the driver. The game continues further.

But if the driver names an inedible object, then everyone must quickly leave the ring. The one who did this last, and whose legs have an elastic band left, becomes the driver and names any object next.

It should be noted that you cannot jump out of the ring and then jump back in. Such a player is eliminated from the game for a while until the driver changes.

If, when the edible item is named, everything remains, as expected, in its place, then the driver remains the same. The same happens if all participants quickly jumped out of the ring upon hearing the name of an inedible object or product.

Drawing games

Purpose of the game: teach children to draw with their eyes closed, develop attention, intelligence, memory, and the ability to quickly navigate the current situation.

Equipment: a board for drawing with chalk or large sheets for drawing with markers or paints; watercolor paints, a brush, a jar of water, markers or multi-colored crayons, two scarves for blindfolding, a large example of drawing a house.

Age: 5–6 years.

Progress of the game: The teacher explains to the children that today there will be an unusual game. Her goal will be not just to draw a house, but to perform these actions with her eyes closed.

First, the leader asks the guys to divide into 2 teams. Next, everyone is shown a sample drawing at home, and the children, together with the teacher, make test drawings. When everyone has remembered the rules, you can choose two participants in the game.

Children who will do the drawing are blindfolded and given brushes or a marker. In order to diversify the game a little, teams actively cheer for their participant.

Next, the children, at the teacher’s command, begin to draw. The best drawing is the one that turns out to be the most accurate. But we should not forget that this is more of a humorous game than one that develops specific abilities, so it must be assessed accordingly.

The most attentive

Purpose of the game: identify the most attentive and observant child in the group, pay special attention to the development of children’s thinking and speech.

Equipment: a clothespin, a small bow, a hair clip and a few other small items.

Age: 5–6 years.

Progress of the game: The teacher invites the children to identify the most observant and attentive child in their group. To do this, you need to remember as best as possible who is wearing what, what is on his head, etc.

Then the leader calls two children to him and asks them to carefully examine each other again and turn so as not to see their opponent. The rest of the children become members of the jury and carefully observe the progress of events.

The teacher tells the participants that they must answer the following questions:

1) what color is your opponent’s jacket?

2) what did he put on his feet?

3) what hairstyle does the girl have?

4) what color is the hairpin?

5) are there laces on her (his) shoes?

6) others.

This way everyone finds out how well the opponents remembered appearance each other.

If both participants have completed the task well, then it can be made a little more difficult by attaching a small part (hairpin, bow, clothespin, etc.) to the child’s clothes or hair. Then the children turn to each other and within 30 seconds must answer what has changed.

If everyone liked this game and the children understood its conditions, then two more participants are selected for the next round. The winners can be awarded a small homemade prize.

Hide and seek with a ball

Purpose of the game: develop speed of reaction and thinking, accuracy, attention, the ability to quickly find secluded places to hide from the driver, cultivate a sense of collectivism and a desire to play with peers.

Equipment: 3–4 multi-colored cubes; medium size ball; a small circle with a diameter of 20–30 cm, drawn with chalk on the floor in the middle of the playing area.

Age: 5–7 years.

Progress of the game: The teacher gathers the children together and explains to everyone the rules of the game:

1) you can start hiding only when the ball hits the cubes and breaks the pile;

2) you can look for the hidden ones only after all the cubes have been collected in a circle;

3) if the driver finds one of the players, then he must say his name, throw the ball into his hands and run to the cubes before him;

4) if it is not the driver, but the player who reaches the circle first, then he has the right to knock the driver out with the ball. At the same time, the guys change roles. When the children listen to the rules, the teacher organizes the game. The first step is to draw a small circle in the center of the site, and place the prepared cubes in the center.

Then you should choose a driver who will collect the cubes when they scatter, and then look for those who are hiding.

When the driver takes his place, the players line up at a distance of 2-3 m from the circle, and one of them throws the ball so that it hits the cubes. If the player misses, he throws the ball again.

When the cubes are knocked out, everyone begins to quickly hide, and the driver collects the scattered objects in the center of the circle. Only when the cubes are in place can the player start looking for everyone.

After the driver finds one of the players, he calls his name, throws the ball to him, then runs to the dice. The driver must get ahead of the player, otherwise he may drop out of the game.

Who is more

Purpose of the game: develop children's speech, increase vocabulary, teach how to correctly form sentences. Pay special attention to improving the children’s memory and attentiveness.

Equipment: prizes for the winning teams.

Age: 5–7 years.

Progress of the game: The teacher begins the game by asking the children to divide into two or three teams of 7–9 people. When the kids take their seats, you can announce the rules of the game, which are that each team must make a sentence one word longer than it was before.

For example:

1st team - “It’s cold today”; 2nd team - “It’s very cold today”; 3rd team - “Today is very cold, like yesterday”;

1st team - “Today is very, very cold, almost like yesterday”;

2nd command - “It’s very, very cold today, almost like yesterday, and I’m frozen,” etc.

After one of the teams fails to come up with a proposal, it leaves the game. The group of children who lasted in the game longer than the rest wins.

Such a competition can be held quite often, making sure that the kids do not get bored with it. And the proposals with which the struggle for victory begins should always be changed.

The most successful are two-part uncommon sentences: the pen fell; the sun has risen; the flower has blossomed; Dasha is sleeping, etc.

Fun drawing

Purpose of the game: develop children's speech, independence in choosing the theme of the drawing, colors. Pay special attention to children’s ability to select colors for drawing and focus on a specific thought. To instill in children a love of art and a desire to draw among friends.

Equipment: gouache or watercolor paints in 6 colors, small brushes, drawing paper (album sheets).

Age: 5–7 years.

Progress of the game: The teacher prepares work areas for the children, laying out drawing kits in front of each one.

If the lesson is conducted with children aged 7, then they can easily do it on their own.

When the kids are ready to draw, the teacher asks them to remember the most interesting story that happened to them.

After listening to the children’s stories, the teacher identifies the most interesting and fascinating ones, then asks them to sketch one of the memorable scenes.

When the children finish drawing, the most colorful and vibrant works should be highlighted, but we must not forget about the rest.

The next step is for the kids to come up with a name for their drawing and tell others what is depicted on it.

How much time

Purpose of the game: teach children to tell time using a clock, talk about the need for a clock, show the role of the big and small hands. Develop attention, concentration, and the ability to quickly answer questions.

Equipment: large cardboard clock with paper movable hands.

Age: 6–7 years.

Progress of the game: The teacher tells the children that today they will learn to tell time using these cardboard clocks (shows a sample). Next, the leader asks the guys to pay attention to the hands of the clock and say what their difference is.

After the kids said that one of them shows hours and the other shows minutes, the teacher explains how to correctly determine the number of hours and minutes. This stage may take a few minutes, but the main thing is that everyone understands the material, otherwise the further stage will be impossible.

Then you can conduct a short quiz. To do this, the manager moves the arrows and asks to determine the exact time.

To determine how well the children coped with the new task, the teacher asks each child. The winner is the child who was the fastest, smartest, most attentive and gave the most correct answers.

Guess the picture

Purpose of the game: develop children's attentiveness, intelligence, quick thinking, memory, instill interest in group play, and enrich their vocabulary.

Equipment: 9 cards measuring 10 x 10 cm depicting various objects and animals (such as a lion, bear, chair, deer, book, mouse, pencil, elephant, fork, etc.); magnetic board for attaching prepared cards.

Age: 6–7 years.

Progress of the game: The teacher asks the children to divide into two teams and come up with a name for themselves. Then he begins to explain the rules of the game, which are to remember and open the right card.

Before the start of the game, the leader places cards on the board in three rows of three pieces in each with the picture facing inward. Then he asks the first team to open 3 cards in turn (2-3 seconds for each) and only after that name the location of one of them.

For example, a child asks to open in turn the top right picture (mouse), then the bottom middle one (elephant) and the bottom left one (chair). In those 2-3 seconds that the child was given for each of the drawings, he must remember the exact location and what is drawn in the pictures.

The team’s response after viewing may be as follows: “There is a mouse drawn in the upper right picture.” After this, the teacher turns the sheet over so that everyone can see what is drawn there.

If the answer is correct, then this command continues to open the next three sheets of paper and remember the exact location of one of the objects.

If a mistake is made, the turn goes to the opposing team.

If the game did not seem very difficult to the guys, then the rules can be slightly changed by adding 7 more cards to the 9 available cards to get 16 squares.

Finish the proverb

Purpose of the game: develop attention in children of senior preschool age, the ability to quickly react in the current situation, expand the children’s vocabulary, and introduce children to oral folk art.

Equipment: cards with proverbs to help the teacher, balloons (15–20 pieces).

Age: 6–7 years.

Progress of the game: The teacher divides the group of children into two teams and asks each to remember as many proverbs and sayings on any topic as possible. When the leader is convinced that the kids know Russian folklore quite well, he can offer to play a very interesting game.

The rules are that it is necessary to say the end of the proverb or saying after the teacher finishes the first words, for example:

1) without difficulty... (you can’t even take a fish out of the pond);

2) prepare a sleigh in the summer, and... (a cart in the winter);

3) as you sow, so does... (and you reap);

4) don’t put it off until tomorrow. (what can be done today);

5) measure seven times. (cut once);

So, the leader gives the task to each of the teams in turn.

If the guys answered correctly, then they get 2 points ( hot air balloon), and if during a short discussion the correct answer was given, but the team answered incorrectly, then it receives only 1 point.

The team that earns the most balls as prizes wins the game.

Pinocchio's mistakes

Purpose of the game: To develop children's interest in learning the Russian alphabet, attentiveness, intelligence, desire and ability to write letters correctly.

Learn to find mistakes in writing familiar letters.

Equipment: cards with large letters, the spelling of which was misspelled: €, F, Нь, 6, Л, У, Ц, N, V, W, R (on the back of the sheets is the correct spelling of this letter, i.e. E, G, N, E, L, U, C, I, L, M, Z); several cards with other letters written unmistakably, Pinocchio toy.

Age: 7 years.

Progress of the game: This game is played in a group of children who are not only familiar with the letters of the alphabet, but also know how to write them. During the period of learning to write, children very often admit typical mistakes in writing letters (for example, I - R, E - 6, I - ?, etc.), so it is very important to pay attention to this in time and encourage them to write correctly.

The teacher tells the children that today Buratino came to visit them, who went to school and learned to write many letters, and which ones he will now show you. The leader takes turns raising the prepared cards in the following order: €, K, P, Нь, 6, R, L, A, U, O, C, Yu, N, F, V, N, W, R, S and asks the guys check whether Pinocchio wrote the letters correctly, to which the children respond that there were mistakes in some of them.

In order to correct everything that Pinocchio wrote, the teacher must post the correct spelling options on the board so that the children can see what a particular letter should look like.

If children find it difficult to identify a mistake, you can compare the correct and incorrect spelling of a certain letter, asking the children to determine where the mistake was made and where it was not.

So guys in game form remember the correct spelling of letters of the Russian alphabet.

Ask a question

Purpose of the game: teach children to correctly pose questions to various words and combinations, develop children’s speech, expand their vocabulary, and draw children’s attention to the need to be extremely attentive.

Equipment: cards with questions (How? Why? Why? Whom? When? After what? How much? Where? etc.).

Age: 7 years.

Progress of the game: This game is played in a group of children who are quite well prepared for school and already know the alphabet and read independently. If not everyone in a group of children can cope with this, then this is not a problem, since they will still learn to correctly pose questions to the proposed words.

So, the teacher seats the children in such a way that everyone can see the visual material that is located on the board.

Then the leader explains the rules of the game, which are that you should ask the right question when necessary.

The teacher offers a choice of several questions, which are attached with magnets to the board, and draws attention to the fact that you should be very careful.

The manager's tasks may be:

1) ask a question about the words “in heaven” (where or on what?);

2) what question would you ask if you want to know the time (what time?);

3) what would you ask if you need to find out the way home (how to get there...?);

4) ask a question about the word “yesterday” (when?);

5) what question would you ask if you want to know the plan? further actions(what to do?);

6) what would you ask if you need to buy something and you don’t know the price (how much does it cost?). Children who can read well choose from the cards offered those with the necessary questions written on them. The rest of the children answer the teacher's questions orally.

Magic point

Purpose of the game: teach children to independently develop attention, focus on a certain subject for quite a long time, develop imagination, and increase the children’s vocabulary.

Equipment: landscape sheets of paper with a black dot 1–2 cm in diameter drawn in the middle (for each participant in the game).

Age: 7 years.

Progress of the game: The teacher invites the children to play a very unusual game. For this purpose, children are offered handouts. The kids carefully examine the sheets and begin to wonder what it is and what kind of game will be played with these sheets.

This game is quite complex, and the children are not immediately able to fully engage in it, so the teacher helps the children.

To do this, he asks questions related only to this point, for example:

1) what is shown on the sheet?

2) what color is this point?

3) is it big or not very big?

4) what is this point for?

There is no winner in this game; it serves to develop children’s imagination and the ability to think about the same subject for a long time, even if it is not very interesting to them.

Siege of the fortress

Purpose of the game: develop speed of reaction, dexterity, thinking, imagination, attentiveness, teach playing in a group of peers, cultivate empathy, mutual assistance.

Equipment: a small red cardboard circle with a diameter of 30–40 cm.

Age: 7 years.

Progress of the game: The teacher asks the children to calculate “first - second”, then gives the command to the first numbers to remain in place, and to the second to take two steps forward. Thus, the children are divided into two teams, one of which will conquer the fortress, the other will defend. A cardboard circle acts as a fortress, which should be placed in the center of the playing area.

At a signal from the leader, the defenders of the fortress stand around a red circle at a distance of 1–2 m from the center and do not allow anyone to approach it. The besiegers disperse to each side, then, at the teacher’s signal, begin the attack.

If during the siege one of the attackers manages to step on the red circle with his foot before that, as soon as he is caught by the defenders of the fortress, his team wins, having conquered the fortress.

But if the attacker is caught by the besieged, he is out of the game. In the event that the defenders of the fortress are able to catch all the attackers, their team wins.

After one of the teams wins, all participants change roles, turning from defenders into attackers, and from attackers into defenders.

The most observant

Purpose of the game: develop observation, attentiveness, learn to play in a group of peers.

Equipment: whistle for the driver, musical accompaniment.

Age: 7 years.

Progress of the game: The teacher invites the children to choose a driver. Then all participants in the game stand in a row and begin to perform arbitrary movements while the music plays.

When the music ends, the guys freeze in place and stand motionless for 20-30 seconds. At this time, the driver tries to remember everyone’s pose and facial expressions.

After this, the driver leaves the room for a while or turns away.

Meanwhile, all participants change their position, but not much, so that the child who turns away does not immediately notice the changes. When the baby returns after hearing the whistle, he carefully examines everyone and says what has changed, and everyone counts how many differences he can find.

When all changes are found, a new driver is selected, and everyone continues moving until the music stops.

The most attentive and observant driver who can find the largest number of distinctive points wins the game.

Ivan Susanin

Purpose of the game: continue the comprehensive development of children.

Develop qualities such as observation, attention, memory.

Equipment: 6-7 chairs arranged in a random order in the room.

Age: 7 years.

Progress of the game: the guys get together and carefully listen to the rules of the game, which are to remember the road along which the driver walked.

The teacher asks the children to choose a driver and commander, then line up. When everyone is ready, the child, who plays the role of Ivan Susanin, walks around the room, going around the chairs, trying to confuse the trail. When the driver reaches the other end of the playground, a group of remaining children lined up in a row begins to move. They are led by a commander who leads everyone by the hand, forming a long chain.

If this task is too simple, then it can be complicated by asking the driver to go through a difficult path, and the commander to lead his squad in the opposite direction, that is, start where Ivan Susanin’s path ended, and end where it began.

Bibliography

1. Volina V. Holiday of the number. M.: AST-PRESS, 1996.

2. Kalugin M., Novotortseva N. Educational games for primary schoolchildren. Yaroslavl: Academy of Development, 1997.

3. Keneman A., Osokina T. Children's folk outdoor games. M.: Education, 1995.

4. Lyamina G. Education and development of children early age. M.: Education, 1981.

5. Maksakov A., Tumakova G. Learn by playing. M.: Education, 1979.

6. Collection of songs for kindergarten"We love music." 1982. No. 2. P. 24.

7. Bedtime story. M.: OLMA-PRESS, 2004.

8. Stepanov V. Goose and chicken. M.: Flamingo, 2005.

9. Poems for kids: Collection. M.: OLMA-PRESS, 2004.

Irina Schauer
Game "Third Man"

Computer games attract children and arouse interest. That is why in my practice I use educational games that I have developed using PowerPoint.

The purpose of this game: development of the ability to distinguish and name human emotions. Development of logical thinking and attention.

Age: senior preschool

Instructions: “Look at the photographs of children. Pay attention to their mood. What photo do you think should be removed, since the child’s mood in it is not the same as in all the others?”

The presenter, together with the child, looks at the photographs and discusses what mood the children are in, why (to do this, pay attention to the eyes, eyebrows, mouth of the child depicted in the photograph). Then you can offer to show the mood that is depicted in the photo. extra photo.

Play You can do it with one child or with several, discussing each task in turn, or all together.

Publications on the topic:

Summary of a lesson on making the didactic game “Extra Object” (senior preschool age) Purpose: manufacturing didactic game. A teacher from another group enters the group: - Hello, guys! I brought you a letter. For some reason.

This game will be useful for speech therapists, educators, and interested parents. The game is an original development. To the present.

Goal: strengthening children’s ability to identify a common sound in words, to exclude an object in a word in which there is no common sound; develop ability.

Objectives: to teach children to distinguish all sounds by ear and pronunciation native language; identify the first sound in a word; develop children’s ability to generalize.

Didactic game “The fourth odd one” Topic: “Vegetables, fruits” Goal: to develop attention, logical thinking, and the ability to classify objects.

This summer, while relaxing in Belarus, in a sanatorium“Krinitsa” turned out to be a participant in the most fun and delicious Third “Cheese Festival”.

Are games as children's activities and games as educational forms the same thing? Consultation for educators 1. Play as a child’s activity – play as educational form– is this the same thing? A game is a type of activity in situations aimed at...

Every year our garden hosts different competitions for parents and their children. At the end of August for groups different ages held the competition "Third.

Outdoor game “Changing Places”

Number of players - 16-20 people.

Preparation. Players of two equal teams (8-10 people each) line up along the main line of the basketball court opposite each other. In front of each of them there is a gymnastic mat (or a barrier).

Description of the game. At the sound signal from the coach, the players of the opposing teams change places, performing forward somersaults (or jumping over barriers) twice along the way. The winner is the team that first reaches the opposite side of the court and lines up on it in a strictly defined sequence, receiving a point. Whose team will score more points out of ten attempts?

Rules: 1. You cannot collide with your opponent. 2. The team in which the player did not perform a somersault (or jump) is considered defeated.

Options: 1. Run through the gate. 2. Run back and forth by jumping. 3. Running on all fours. 4. Running on “three” legs - every two participants of one team stand next to each other and tie their legs (the right of one, the left of the other), moving forward 1 cm as if on three legs.

Pedagogical purpose. The game promotes the development of dexterity, speed, and fosters teamwork.

Outdoor game "Third wheel"

Number of players - 16 -20 people

Preparation. A circle with a diameter of 12-16 m is drawn in the center of the site. Players in pairs, behind each other’s heads, are placed in a circle. The distance between pairs is 1-2 m. The coach assigns two drivers: one running away, the other catching up.

Description of the game. At the sound of a sound signal, the runner tries to get as far away from the catcher as possible and then suddenly stands in front of one of the pairs, the back player, who is quickly running away. The game will be more interesting if this back player becomes catching up and can “suck” the other until he stands in front of some pair.

Rules. 1. While running, players do not have the right to touch other players with their hands or other parts of the body. 2. The back of the pair cannot start before the runner gets up in front. 3. The runner must not run inside the circle, otherwise he becomes a catcher.

Option. Those playing in pairs spread their legs wide apart. The runner cannot simply stand in front of the couple, but must crawl between the spread legs of the couple.

Pedagogical purpose. The game helps improve motor running skills, reaction speed, running speed, and agility.

Outdoor game “Hare Hunting”

Number of players:- 16-24 people

Preparation. A circle with a diameter of 18 m is drawn in the center. The players are divided into 2-3 teams of 8 people, one of which - the “hares” - stands in a circle. “Hunters” are located outside the circle and receive a volleyball. Game description: At the sound signal from the coach, the “hunters” do not enter the circle and try to hit the “hares” with the ball. They dodge and run inside the circle to a safer place. The “Hare” leaves the game as soon as he is hit with the ball, and, according to the instructions of the coach, begins to perform one and four additional exercises at established “stations” No. 1-4. The game continues until all the “hares” are knocked out. After this, the center of the circle is occupied by another team, and the one playing earlier takes its place. The team that wins is the one that spends less time throughout the game or, within a set time (for example, 3 minutes), “knocks out” more players from the opposing team.

Rules: 1. “Hunters” do not have the right to step inside the circle, otherwise the throw does not count. 2. The “Hare” that goes beyond the circle is eliminated from the game. 3. A hit is counted if the ball touches any part of the body other than the head (so you can hit the ball with your head), and does not bounce off the floor or from another partner.

Options. 1. In addition to throws with your hands, you can also “knock out” “hares” (combined depending on the situation) by kicking the ball.

Methodical instructions. It is necessary to achieve collective action among the players, using more passes between partners.

Pedagogical purpose. The game is used to strengthen the skills of catching, passing and throwing the ball. Improves speed of orientation, speed of reaction, ingenuity in choosing a place, dexterity, accuracy of movements, develops teamwork.

Outdoor game "Snipers"

Number of players 14-16 people

Preparation. On opposite sides of the site, two parallel lines are drawn, forming a “city”. On the “city” line, mark; place of delivery. All players are divided into two teams, one of which (by lot) takes a place in the “city”, the other - in the field. The team in the city is given a volleyball.

Description of the game. At the signal, one of the players kicks the ball into the field from the serving place, and immediately rushes to the opposite “city”. The team players operating in the field receive this ball and try to mark the running back by kicking it. If the latter manages to run back and forth unstained, then the teams change places, and when the winner receives maximum quantity points (according to the number of players), the team in which the player managed to run unspotted only there (to another “city”) receives a point and the right to shoot a second time. In this case, the teams change places after hitting and successful running of all players. The winner is the team that manages to score more points out of 2-3 attempts by each team.

Rules. 1. It is not allowed to stop the ball with your hands (in case of good skills). 2. You cannot interfere with a running player, otherwise the “grazing” is not counted. 3. The person running after a strike is obliged in all cases to run out into the field, without the right (not having reached another “city”) to return back. The motto is just forward! 4. The team in the field receives a point for each person spotted.

Pedagogical purpose. The game helps improve the technique of receiving (stopping) the ball, hitting the ball, develops agility, speed, courage, decisive action, and tactical ingenuity.

Outdoor game “Defense of fortifications”

Number of players - 12-15 people

Preparation. In the center of the hall, a small circle and a large circle with a diameter (“responsibly 2 and 4 m) are drawn. Students are located outside it. In the center of the small circle, a “fortification” is installed - three clubs. A “defender” is selected, who stands next to the fortification.

Description of the game. At the signal, they try to hit the “fortification” with the ball. The “defender” prevents this by kicking and catching balls. The player who knocks down three clubs at once or the third (last) changes places with the “defender”.

Rules. 1. Throw (kick) - without going beyond the line of the circle, otherwise the throw does not count. 2. The “Defender” does not have the right to “step outside the line of the small circle, hold the “fortification” with his hands, or install knocked down clubs again.

Option. Playing with feet.

Methodical instructions. 1. The diameters of the circles should be adjusted in accordance with the capabilities of the players. 2. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball, as a result of the combination of which the “defender” became confused and the “fortification” turned out to be defenseless.

Pedagogical purpose. The game helps improve the skills of throwing, catching, passing the ball, and in the case of playing with feet - stopping, passing, hitting inside feet and instep, develops courage, quick orientation and tactical thinking.

Outdoor game “Passing balls in a circle”

Number of players - 16 -20 people

Preparation. A circle with a diameter of 12 -16 m is drawn in the center of the site. The players stand in a circle and count on the first - second. The first numbers are one team, the second numbers are another. Each team receives a ball (football, volleyball, basketball or medicine ball up to 2 kg), which are held by the players standing next to each other.

Description of the game. At the sound signal from the coach, each team begins to pass the ball around the circle as quickly as possible: the first numbers counterclockwise, the second numbers clockwise, trying to overtake the other team. The winner is the team that manages to do this.

Rules. 1. The ball must be passed only in strict sequence. 2. Players are not allowed to catch the other team's ball or make it difficult for them to pass the ball.

Pedagogical purpose. The game helps improve the technique of catching and passing the ball, develops dexterity, speed of movement, and fosters collective principles.

Outdoor game “Football through the benches”

Number of players - 12 -16 people, depending on the size of the site.

Preparation. The players are divided into 4 teams of 3 - 4 people each; The team is located on the sideline of 1/2 of the basketball (handball) court. There are several benches between the teams. They play with a volleyball. It is determined by lot who starts.

Description of the game. The ball, after bouncing off the floor with a strike from the middle of the instep or the inside of the foot, is sent through the benches to the other side of the court. You can stop (not catch) the ball with your hands or any part of the body. Each team can kick the ball three times, i.e. With one of three hits - the first, second or third - the ball must be sent to the other half of the court.

Methodical instructions. Errors: a) hitting the ball on the bench, b) hitting the ball four times; c) the ball goes out of bounds; d) the ball touches the floor more than once between shots; e) double hits of one player (except for the first move).

The following are allowed: 1) serving with the head immediately to the opponent’s side; 2) the same player can hit the ball first and third.

Pedagogical purpose. The game teaches soft handling of the ball accurate calculation, game interaction and improves them.

Outdoor game "Ball for the captain"

Number of players- 10 - 16 people

Preparation. In opposite corners of the site, sectors are outlined with two lines (with a distance of 1 m). The players are divided into two teams. Each team chooses its own “captain”, who stands in small sectors of 1/2 of the opponents’ field.

Description of the game. It starts in the center of the field by tossing the ball between two players from equal teams. The team that has gained possession of the ball tries to use passes to get closer to the sector of its “captain” and pass the ball to him. For each successful attempt, teams receive one point. The team that scores the most points within the set time wins.

Rules. 1. None of the players has the right to step beyond the sector line, and the goalkeeper leaves the small sector. 2. The ball is counted if the “captain” catches it from the summer, and not after bouncing off the wall or players. 3. You cannot run with the ball or dribble it. You can only take two steps. 4. A ball that goes out of bounds is thrown in by the opposing team at the point where the ball came out. 5. If the defenders enter the sector to intercept the ball directed to the “captain”, the ball is counted to the attacking team. 6. When fighting for the ball, it is not allowed to grab or push opponents. For a violation, the victim performs a free throw (passing the ball to the “captain”) from a distance of 7 m. Only one defender guards the “captain”, positioned at the sector line.

Methodical instructions. 1. Teams must have distinct headbands or play in different colored jerseys. 2. During the game, you should more often draw the players’ attention to mistakes and explain them, i.e. take micro-pauses lasting 15-20 s.

Outdoor game “Behind the opponent’s ball” (to gain time with a long-range strike).

Number of players - 8-16 people

Preparation. The players are divided into two (4) teams of 4 people. and line up in columns behind the starting line. The guides are given a ball.

Description of the game. At the sound signal from the coach, the first numbers send the ball as far into the field as possible with a lifting kick and rush after the opponent’s ball. Having mastered it, they run back. The first player to secure his place in the column receives 2 (4) points, the second - 1 (3) points. After this, at the coach’s signal, the second number strikes, and those running go to the end of the column. The team with the most points wins.

Rules. 1. After a hit, you cannot touch your ball again or interfere with the opponent, otherwise the team receives zero points. 2. The one who has taken possession of the ball does not have the right to pass it, but must return to his place with the ball in his hands.

Options. Returning back is possible in various ways: a) jumping on one or two legs; b) dribbling the ball with the sole stopping behind the starting line.

Pedagogical purpose. The game helps improve skills strong blow, movement techniques, develops special strength, speed, ingenuity and collective action.

Outdoor game "Wolf in the Moat"

Number of players - 12 -16 or more people

Preparation. In the center of the site they “lay a ditch” - draw two parallel lines at a distance of 80 - 100 cm from each other. On opposite sides of the hall, the bottom of the “house” is marked with lines. They choose one or two drivers - these are the “wolves” who occupy a place in the “ditch”. The rest of the players - “hares”, “sheep”, “goats”, are located behind the line of one of the “houses”.

Description of the game. At a signal from the trainer, the “animals” try to run to another house to the “mother” - the trainer, jumping over the “ditch” as they go, and then into reverse side. "Wolves" seek to tarnish the jumpers. Those caught go to the “mother” - the trainer, and receive additional physical activity(for example, do 10 push-ups and 10 squats) and return to the game. Those who are never caught win.

Rules. 1. Dash runs are allowed only at a signal. 2. You cannot step on the “ditch”. 3. “Wolves” do not like to run out of the “ditch”. 4. Those who lingered (stopped) in front of the “ditch” or returned back are considered caught. Maneuvering along the “ditch” is allowed, but at the coach’s command you must jump over it. 5. The distance between the lines and the number of “wolves” can be increased.

Pedagogical purpose. The game helps improve skills in running, long jumping, agility, develops orientation, intelligence, and courage.

Outdoor game “Who is faster?”

Number of players - 12-14 people

Preparation. A circle with a diameter of 10 - 12 m is drawn in the center of the site, and stands for outlining are installed in the corners. Players playing with balls stand in a circle.

Description of the game. At the sound signal from the coach, the players begin to randomly juggle the ball, trying to see the coach all the time. According to an established visual signal (for example, hands on the coach’s belt), the students dribble the ball to the nearest (any) post, circle it and return to the circle. The last two (late) move to the “improvement zones” and complete the assigned tasks of the coach. The game resumes. The winner is the one who remains alone in the circle.

Rules. 1. If during juggling the ball goes outside the circle, the offender does not participate in this attempt and receives a first warning. After the second warning, the offender moves into the “improvement zone.” 2. Participants must not deliberately touch someone else’s ball or push the opponent away with their hands, otherwise a warning will follow.

Option. Instead of juggling, only dribbling the ball with the use of feints is possible, the rest.

Pedagogical purpose. The game improves the use of technical elements in a complex competitive environment, develops special dexterity, spatial orientation, and speed of reaction to a visual signal.

Outdoor game "Forward threes"

Number of players - 11-14 people.

Preparation. The players are divided into 3 equal strength trios (quadruples). There are permanent goalkeepers at the gates. One of the teams receives a lightweight (volleyball) ball and takes a place in the center of the court. The other two are located at opposite gates - A and B.

Description of the game. At the coach’s signal, the trio in possession of the ball begins an attack at Gate A, defended by one of the two teams. If they manage to score a goal (the team gets two points) or hit the goal after a kick (the goalkeeper caught the ball, the team gets one point), then they will repeat the attack, but this time on goal B, defended by the other team. This continues until one of the defending teams intercepts the ball or the shot goes wide of the goal. Then this team goes on the attack, and the attacking team takes place in the defense of the goal. The team that manages to score the most points in the allotted time wins.

Methodical instructions. 1. I.p. defending teams - near their goal. As soon as an attack begins on their goal, you can go to the position of the day of the ball selection. 2. The attacking team tries to play wide, stretching the defense, moving, and looking for any opportunity to shoot on goal.

Pedagogical purpose. The game is used to reinforce shots with the inside of the foot (passes) and the middle of the instep (shots on goal), as well as the ability to choose the correct position to receive the ball.

Outdoor game “Faster to the flag”

Number of players -12-16 people.

Preparation. On opposite sides of the site, two parallel lines are drawn, forming one’s own and someone else’s “house”. A stand is installed 8-10 m from “your home”. All players are divided into two teams - “dark” and “light” of equal composition. By lot, players of one team (for example, “light”) each receive a volleyball.

Description of the game. The first number of the “light” team from the line of “his home” sends the ball through the air to “someone else’s house” with a lifting kick, and he quickly starts to the post, runs around it and returns to “his home”. The “dark” players must catch the ball and, acting individually or through passes to each other, try to tackle the runner.

Rules. 1. As soon as the “dark” has caught the ball (it is not possible earlier), his partner can move from “his home” closer to the post to receive the pass. 2. The player who was hit with the ball gets a point. 3. As soon as all players take their starting positions in “their houses,” the second player enters the game, etc. 4. Via certain time(5 min) teams change roles. 5. 1 The winner is the player who managed to score the fewest points.

Pedagogical purpose. The game promotes the development of speed, dexterity, coordination of movements, improves the technique of hitting the ball with a lift, catching the ball, and fosters teamwork.

Outdoor game “The Most Accurate”

Number of players - 1-12 people.

Preparation. On opposite sides of the site, two parallel lines are drawn, forming “cities”. In the center and across the field (for example, in the hall - along the middle line of the basketball court) gymnastic benches are installed, on each of which 3 medicine balls are placed. All players are divided into two equal teams, which each receive a ball and are located along the line of their “city”.

Description of the game. From outside the “city”, you must hit the medicine ball with any part of the instep or the inside of the foot. Players from both “cities” strike simultaneously.

Rules. 1. During the game, the football player provides himself with the ball and can take shots from any free point in his “city”. 2. The player who knocked down the ball receives a point and must quickly replace the ball. 3. The team that scores the most points (the sum of the points of the players on one team) within a certain time is declared the winner, and the player who knocks down the most balls is the most accurate. 4. It is prohibited to hit the ball from outside the “city”. 5. Strikes are made only on a stationary ball.

Pedagogical purpose. The game helps improve the technique of striking with the instep and the inside of the foot, develops accuracy and coordination in monitoring the actions of opponents.

Outdoor game “Ball Hunters”

Number of players: 12 - 16 people.

Preparation. Stands and tape mark a 25x25 m square. All players and the “hunter” with the ball are located in the square. “Hunter” with a cap on his head; the players hold their caps in their hands.

Description of the game. At the sound signal from the coach, all players begin to dribble the ball within the square, without colliding with partners, in different directions, using feints and stops. The “hunter”, dribbling the ball himself, pursues the players, trying to knock the ball away from them with his foot or with his own ball. The player whose ball is knocked out of the square puts on a cap and also becomes a “hunter.” The winner is the player who manages to save the ball last.

Rules. 1. It is not allowed to go beyond the square with the ball. The culprit becomes the “hunter.” 2. The “hunter” does not have the right to throw the ball, releasing it far from himself, and go for the tackle. 3. The players do not knock the ball away from the “hunters”. 4. The fight for the ball and tackling the ball should be carried out without violating the rules of football.

Methodical instructions. The coach must be very careful to ensure that the rules of the game are followed and his decision is final.

Pedagogical purpose. The game helps improve the technique of dribbling the ball with the foot farthest from the “hunter”, develops orientation in space, and the tactical trick of always being farther from the driver.

Outdoor game “Catchers of a player without a ball”

Number of players - 12 - 16 people.

Preparation. Stands and tape mark a 25x25 m square. All players are divided into pairs. Each pair has a ball. By lot, two drivers are chosen - “catchers” who do not have a ball. All players and drivers are located within the square.

Description of the game. At the sound signal from the coach, partners in pairs, moving within the square, dribble and pass the ball to each other. The “catchers” try to harass the player without the ball, and their partners must help them out with timely and accurate passes. The exhausted player leaves the site and, on the instructions of the coach, works individually or in pairs with the ball (juggling, passing the ball with his feet, head) or performs a certain physical activity (jerks 5 times 10 - 15 m from various positions). The last couple remaining is declared the winner.

Rules. 1. Players with the ball cannot be “salted”. 2. A player who goes out of bounds with or without a ball is excluded from the game. 3. It is allowed to help out a player without the ball with a pass from another pair. In this case, the players form a new combination.

Methodical instructions. The coach must be very attentive and strictly monitor the players' compliance with the rules of the game. The coach's decision is final.

Pedagogical purpose. The game helps improve dribbling and receiving the ball on the spot and in motion, passing the ball in difficult conditions confrontation; fosters accuracy, timeliness and expediency of passing, develops general endurance.

Games for developing speed and strength qualities

"Take the fortress." A circle with a diameter of 4 m is designated. The players are divided into two teams of 10 - 12 people. One team sits in a circle and defends it, the other tries to “take the fortress” by pushing the enemy out of there. If a player defends, the team steps over the line limiting the circle with both feet, he is eliminated from the game. The team that holds the “fortress” longer wins.

"Fast Dance" They play in pairs. The players take each other by the shoulders, standing face to face, while everyone tries to step on their partner’s foot. The player who can step on his partner's foot the most times wins.

Games to develop strength

"Throwing the ball with your feet." The players, holding the ball with their feet, position themselves on the same line, two to three steps from each other. Pushing off with both feet, they simultaneously or alternately throw the ball forward. The player who throws the ball farthest wins.

"Break the chain." Participants are divided into two teams. Players: each of them stands in a line, one at a time, facing each other. The player of the first team takes the hand of the player of the second team, etc., thus forming one rank (chain). At the coach’s signal, each team begins to pull in its own direction. The winner is the team that is the first to pull the opponent forward to a distance of 6 m.

Games for developing speed skills

"Overtake the ball." One of the teams with an equal number of players forms a circle; the other is built in a column, one at a time, at the back of the head, so that the first in the column stands directly next to the circle itself, where the player with the ball is standing in the circle. The team in the circle passes the ball from player to player. And the players of the second team, taking turns, run around the circle, trying to “overtake the ball.” The team whose players complete all the circles first (according to the number of players) wins. Then the teams change places. The option of passing the ball in a circle can be done with the feet.

"Calling numbers." The group is divided into two to three teams of 5-7 people each. Players line up in a column and are counted in numerical order. Balls lie at the same distance from each column (8-12 m). The coach calls the numbers in random order. The called numbers run towards the balls, trying to hit them faster. The one who makes the first strike earns a point for my team. The team that scores the set number of points wins.

A significant place in training with young football players should be relaxation exercises. It is advisable to alternate them with exercises that give boys a greater load: strength, endurance, etc.

This alternation develops in young football players the ability to control their movements and give a short rest to those muscles that previously took an active part in the work.

"Dash for the ball." The leader, with the ball in his hands, stands between the two teams, whose players are settled in order. Throwing the ball forward, the leader calls a number. Both players with this number rush forward after the ball. The first one to master it earns his team a point. The team whose players score more points wins.

“Day and Night” Players in two lines are located in the middle of a fairly large area at a distance of 1 step with their backs to each other. The teams are given the names "Day and Night". The leader, standing on the side, calls one of the teams. Its players must run as quickly as possible behind a line drawn 10 (or more) steps in front of them. The players of the other team, turning in a circle, rush in pursuit. The number of points they get is how many players they can knock down to the “house” line. No one drops out of the game, and all participants again stand in ranks. The manager calls commands in any order. The winner is the team that manages to kill more enemy players in the same number of runs.

"Riders' Fight" In each of the two teams, the players are distributed among the peers. The “riders” sit on the shoulders of the “horses” and the teams line up near the center line. At the leader’s signal, the fight between the riders begins. Everyone tries to grab their opponent as comfortably as possible and pull them off the horse, while remaining in the “saddle.” The horses do not take part in the fight; they only try to stay on their feet more firmly. If both riders are knocked out of the saddle, the loss is counted to the one who touched the floor first. Then the players change roles and the game is played again.

“Manage to catch up.” Participants in the game (up to 20 people) stand on the treadmill so that there is the same distance between them. For example, if 16 people participate in a game, then on a 400-meter track they stand every 25 meters, one after the other. At the signal, all players begin running. The task of each player is not to allow himself to be caught up and to try to touch the runner in front with his hand in order to switch him off from further struggle. The greasy ones leave the path, the rest run on.

"Keen Eye" While walking or running in a regular, side step or cross step (the change of types of movements is carried out at the command of the leader by voice), the leader from time to time gives a visual signal to perform predetermined actions. The leader raises his hand up - the students lunge to the side - forward (or jump followed by a stop). The hand signal to the sides causes a jump upward with a push of two and a stop after that in a defensive stance. After clapping, you need to turn in a circle and then run backwards. You can offer other tasks. A player who makes a mistake twice is eliminated from the game.

"Forward - back." A gymnastic mat is placed 8-10 steps in front of the teams, whose players stand one after another. During the relay race, after jumping from the start, participants do a somersault on the mat and continue running to the line drawn behind the mats. Having crossed this line with both feet, the players return backwards, performing a back somersault on the mat after rolling onto their backs. Having risen, the players continue running backwards and jump over the starting line. Last action is a signal for the second player to rush from the start, who repeats the task, etc.

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