Russian folk game: Geese-swans. Children's game - "Geese-Swans Children's game geese

The game is played on the site, in bad weather, it can be played in a group. Prepare equipment yourself

Abstract

Group "Fidgets"

Goals:

Preliminary work

Vocabulary work : shepherd; goose; lair; meadow.

Equipment:

Progress of the lesson.

Introductory part:

!

Main part:

/

./ Walking on toes/

/ Walking on your heels/.

Shepherd: Geese, geese!

Geese: Ha-ha-ha!

Shepherd: Do you want to eat?

Geese: Yes, yes, yes!

Shepherd: So fly.

Final part

Download:


Preview:

MBDOU "Kindergarten" No. 133 "Bear Cub" Ryazan

Abstract

Outdoor play using physical exercises in the 2nd junior group “Geese-geese”

Group "Fidgets"

2013

Conducted by: teacher of the first qualification category Kabankina.I.V.

Goals:

Develop agility and reaction speed.

Strengthen the ability to perform the actions of the assumed role.

Coordinate words with game actions.

Evoke an emotional response in children to participate in the game.

Preliminary work: Reading the fairy tale “Geese - Swans”, looking at illustrations depicting a goose - poultry - what they eat, where they graze; acquaintance with the profession “Shepherd” - his home; illustrations of the wolf’s lair; learning nursery rhymes.

Vocabulary work: shepherd; goose; lair; meadow.

Equipment: “Goose” emblem for the teacher, “goose” breast emblems for children, a hat for a shepherd, a mask for a wolf, a layout of a lair; a ribbon indicating the home of the geese; layout – the shepherd’s “house”; tambourine.

Progress of the lesson.

Introductory part:

Teacher: claps the tambourine / invites children to play /

Educator: Children, do you like to play? / Yes/

Today you and I will not be guys, but “Goslings”. We circled and circled and we turned into “Geese”!

/children spin around, they are given emblems with the image of a goose, the teacher is given a “Goose” mask/

Educator: Today we will play the game “Geese-geese”

(children are selected to play the roles of a wolf and a shepherd, those children who do not have the “Goose” emblems);

Educator: Here we will have our house - the house of geese (I denote it with a ribbon);

on this edge / group, plot / there will be a place for a shepherd (denoted by a layout). To the side is the lair where the wolf lives. The rest is meadow

Main part:

Educator: I, guys, am “mother goose”, and you are my “goslings”

Educator: Now the shepherd will take us out to the meadow for a walk.

Shepherd: “Shoo-shoo, shoo (the shepherd claps his hands and drives the geese out into the meadow, they graze).

The “Geese” went out for a walk and stretched their paws./children walk in a circle/

They walked along the meadow, raising their paws./ children walk raising their knees high/.

1,2,3,4,5 on toes let's go for a walk./ Walking on toes/

And now, goslings, we are walking on our heels. / Walking on your heels/.

Shepherd: Geese, geese!

Geese: Ha-ha-ha!

Shepherd: Do you want to eat?

Geese: Yes, yes, yes!

Shepherd: So fly.

Geese: We can’t, the gray wolf under the mountain won’t let us go home!

Shepherd: Well, fly as you want, just take care of your wings!

The geese, spreading their wings, fly, and the wolf tries to catch them.

After several runs, the number of those caught is counted.

Final part

At the request of the children, the game is repeated 2-3 times.

MBDOU "Kindergarten No. 133" of the city of Ryazan

Abstract

Integrated activities

In the second junior group

"Guess the fairy tale"

2013

MBDOU "Kindergarten No. 133" of the city of RyaKonspect

Integrated activities

In the second junior group

"Journey to the Land of Fairy Tales"

2013

Educator: Kabankina Irina Vladimirovna

Target : to develop interest in the game of dramatization.

Teach children to recognize a fairy tale by the riddle, by the illustration, by the passage (i.e., by the characteristic features and actions of the characters).
2. Develop children’s speech activity and encourage them to enter into dialogue.
3. To cultivate an emotional perception of the content of the fairy tale and interest in folk art.

4. Arouse the desire to dramatize a fairy tale.

5. Joint production of a book with your own hands called “Russian folk tales in riddles»

Preliminary work

1. Making a panel based on the fairy tale “Kolobok”.
2. Reading Russian folk tales.
3. Consideration of illustrations for Russian folk tales.
4. Drawing based on Russian folk tales
5. Acting out the fairy tale “Kolobok”, “Turnip” using a table theater.
6. Solving riddles.
7. Board game “Compose a fairy tale”, puzzles based on fairy tales, didactic game based on fairy tales “Laying out plot pictures in a certain sequence.”

Demo material

1. Illustrations for Russian folk tales.

2. Easel.
3. Panel based on the fairy tale “Kolobok”.
4. Exhibition of drawings based on Russian folk tales.
5. Masks - hats for children.

Progress of the lesson:

Educator: Guys, look how unusually our group is decorated today. (Children with a teacher look at children's drawings and an exhibition of books).

Now we will go on a journey to Russian folk tales. Tell me, why are they called folk?

Children: These tales were composed by the Russian people.

Educator: Right. And now we will try to solve the riddles with you. They talk about the heroes and events of Russian folk tales. Be careful and listen to the riddle to the end.

1. Find out the fairy tale from the riddle

1. I left my grandmother

I left my grandfather

Guess without a hint

Which fairy tale did I come from? ( Kolobok)

Let's sing the kolobok's song and remember which heroes he met in the forest? (Music sounds, children sing a song and put fairy tale characters on the panel)

2. We settled in that hut

Very different animals.

The bear also asked to join them,

But a bear is not a mouse,

I tried this and that to get in,

He sat down on top - and the house broke down. (Teremok)

It was born so huge;

Not one, but like ten.

Grandfather, to pull out that vegetable,

He called everyone to help him. (Turnip)

4.The icy house melted -

I asked to go to Lubyanka.

The little bunny took her in,

He himself was left without a house.

The cockerel helped the hare.

Drive the fox out of the door. (Zayushkina's hut)

5. My sister said:

“It’s not good to drink from a puddle.”

Didn't listen to my sister

By morning he became a little goat. (Sister Alyonushka and

Brother Ivanushka)

6. She is the most important mystery of all,

Even though she lived in the cellar:

Pull the turnip out of the garden

Helped my grandparents. ( Mouse)

Let's all turn into mice and play a game"Cat and Mice"

Outdoor game "Cat and Mice"

2. Find out the fairy tale from the illustration:And now we’ll go to the table where we have a lot of pictures on display, these are illustrations of Russian folk tales. Let's guess what kind of fairy tales these are. (On the table there is an exhibition of illustrations based on the fairy tales “Turnip”, “Teremok”, “Masha and the Bear”, “The Wolf and the Seven Little Goats”.) Children name the fairy tales.

The children sit down.

3. Find out the fairy tale from the passage:Now listen to an excerpt from a familiar Russian folk tale. We read an excerpt from the fairy tale “Geese and Swans, Masha and the Bear.”

“The girl returned, and lo and behold, her brother was gone! She gasped, rushed back and forth - no! She called to him, burst into tears, lamented that it would be bad for her father and mother, but her brother did not respond.”

“The girls came to the forest and began picking mushrooms and berries. Here Mashenka - tree by tree, bush by bush - and went far, far away from her friends.

She began to call around, began to call them, but her friends did not hear, did not respond. Mashenka walked and walked through the forest - she got completely lost.”

Final part

Educator:

We played, rested and hit the road again. (They approach the house).

I wonder what fairy tale lives here? Listen, guys, to another riddle:

We were waiting for mother with milk,

And they let the wolf into the house.

Who were these

Small children? (Seven kids)

Masks for the fairy tale “The Wolf and the Seven Little Goats” are laid out on the table. Children, together with the teacher, stage a fairy tale.

Educator: Our lesson has come to an end. It's time for us to return to the group. You and I will continue to get acquainted with new, interesting, magical fairy tales.


Russian folk game: Geese-swans - page No. 1/2

Russian folk game:

Swan geese

Participants in the game choose a wolf and an owner, the rest are geese-swans. On one side of the site they draw a house where the owner and geese live, on the other - a wolf lives under the mountain. The owner lets the geese out into the field to take a walk and browse some green grass. Geese go quite far from home. After some time, the owner calls the geese. There is a roll call between the owner and the geese:


  • Geese-geese!

  • Ga-ga-ga.

  • Do you want to eat?

  • Yes Yes Yes.

  • Swan geese! Home!

  • Gray wolf under the mountain!

  • What is he doing there?

  • Ryabchikov is pinched.

  • Well, run home!
The geese run into the house, the wolf tries to catch them. Those caught leave the game. The game ends when almost all the geese are caught. The last remaining goose, the most agile and fastest, becomes a wolf.

Rules games. The geese should “fly” all over the site. The wolf can catch them only after saying: “Well, run home!”
Russian folk game:

By the bear in the forest

The bear chosen by lot lives in the forest. Children go to the forest to pick mushrooms and berries and sing a song: At the bear's sideI'll take mushrooms and berries!The bear is disgustedFrozen on the stove!

When the players have said their last words, the bear, which had been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. The one who is caught becomes a bear.

Rules games. The bear leaves the den only after the last words of the opening have been uttered. Children, depending on the bear’s behavior, may not immediately run to their home, but tease it with a song.

Russian folk game:

Common blind man's buff

One of the players - the blind man's buff - is blindfolded, taken to the middle of the room and forced to turn around several times, then asked:


  • Cat, cat, what are you standing on?

  • In a kneading bowl.

  • What's in the kneader?

  • Kvass.
Catch the mice, not us.

After these words, the participants in the game run away, and the blind man’s buff catches them. Whoever he catches becomes a blind man's buff.

Rules games. If the blind man's buff comes close to any object that can be hit, the players must warn him by shouting: “Fire!” You cannot shout this word in order to distract the blind man's buff from a player who cannot run away from it. Players are not allowed to hide behind any objects or run very far. They can dodge blind man's buff, crouch, walk on all fours. The blind man's buff must recognize and call the caught player by name without removing the bandage.

Russian folk game:

Eagle owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, dove, crow, jackdaw, sparrow, tit, goose, duck, crane, etc.

The players choose an owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear, figure out what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

At the signal “Owl!” all birds try to quickly take a place in their home. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.

Rules games. Bird houses and the eagle owl's house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.
Russian folk game:

Lifesaver

Children choose a driver with a counting rhyme:

I'll buy myself a pipe"

I'll go outside!

Louder, pipe, doody,

We're playing, you drive!

The driver closes his eyes and stands facing the wall. A magic wand made of wood (50-60 cm long, 2-3 cm in diameter) and brightly colored so that it is clearly visible in the green grass is placed near the wall next to it.

The driver takes a stick, knocks it on the wall and says: “The stick came, but didn’t find anyone. Whoever he finds first will go for the wand.” After these words, he goes to look. Noticing one of the players, the driver loudly calls him by name and runs to the wand, knocks on the wall, shouts: “I found the lifesaver... (Player name)". This is how the driver finds all the children. The game repeats itself. The first one found when repeating the game should lead. But the player who has been found can run to the magic wand before the driver with the words: “Help stick, help me out” and knock on the wall. Then throw it as far as possible from the wall and, while the driver is looking for the stick, hide. The driver again quickly runs for the wand and repeats the actions described above.

Rules games. You can't peep when children are hiding. The driver must speak the words slowly so that all the children have time to hide. The driver should look for children all over the site, and not stand near the lifesaver. Children can run from one hiding place to another while the driver looks for the magic wand and puts it in place.

Option. Children can help out the player they found. One of the players quietly comes out of hiding, quickly runs to the magic wand and says: “Help wand, help me out... (calls by the name of the one whomhelps out)"- knocks it on the wall. Then he throws the stick as far as possible. While the driver is looking for her, the children are hiding.

Russian folk game:

Mail

The game begins with a roll call between the driver and the players:


  • Ding, ding, ding!

  • Who's there?

  • Mail!

  • Where?

  • From the city...

  • What are they doing in the city?
The driver can say that in the city they are dancing, singing, jumping, etc. All players must do what the driver said. And the one who performs the task poorly gives away a forfeit. The game ends as soon as the driver collects five forfeits. Players whose forfeits are from the driver must redeem them. The driver comes up with interesting tasks for them. Children read poems, tell funny stories, remember riddles, and imitate the movements of animals. Then a new driver is chosen and the game is repeated.

Rules games. The participants in the game can come up with tasks themselves.
Russian folk game:

Bees and swallow

The players - bees - fly around the clearing and sing:

The bees are flyingThe honey is being collected!Zoom, zoom, zoom! Zoom, zoom, zoom!

The swallow sits in its nest and listens to their song. At the end of the song, the swallow says: “The swallow will get up and catch the bee.” With the last word, she flies out of the nest and catches the bees. The caught player becomes a swallow, the game is repeated.

Rules games. Bees should fly all over the site. The swallow's nest should be on a hill.

Russian folk game:

Kite

The players choose a kite and a hen, the rest choose chickens. The kite digs a hole, and the hen with her chicks walks around him and chants the words: I walk around the kite,I carry three pieces of money,For a pretty penny, For a little owl.

The kite continues to dig the ground, it walks around the hole, stands up, flaps its wings, and crouches. The mother hen with her chicks stops and asks the kite:

__ Kite, kite, what are you doing? __ I'm digging a hole.

What do you need a hole for?

I'm looking for a pretty penny.

What do you need a penny for?

I'll buy a needle.

- Why do you need a needle?


Sew a bag.

Why a bag?

Place pebbles.

Why do you need pebbles?

To throw at your children.

-- For what?

- They're creeping into my garden!

- You should make the fence higher


If you don’t know how, then catch them.

The kite tries to catch the chickens, the hen protects them, chases the kite: “Shi, shi, villain!”

The caught chicken leaves the game, and the kite continues to catch the next one. The game ends when several chickens are caught.

Rules games. Chicks should hold each other tightly by the waist. Anyone who cannot stay in the chain must try to quickly get into his place. The hen, protecting the chickens from the kite, does not have the right to push it away with her hands.

Russian folk game:

Geese

A small circle is drawn on the site, and a wolf sits in the middle of it. The players, holding hands, stand in a large circle. Between the circle where the wolf sits and the round dance, the goslings stand in a small circle. Those playing in a round dance walk in a circle and ask the goslings, who also walk in a circle and answer questions:


  • Geese, you are geese!

  • Ga-ha-ha, ha-ha-ga!

  • You gray geese!
    Ga-ha-ha, ha-ha-ga!
    Where have the geese been?
    Ga-ha-ha, ha-ha-ga!
    Who the geese did you see?
~~ Ga-ha-ha, ha-ha-ga!

With the end of the last words, the wolf runs out of the circle and tries to catch the gosling. The geese scatter and hide behind those standing in the round dance. The wolf leads the caught gosling to the middle of the circle - to the lair. The geese stand in a circle and answer: We saw a wolfThe wolf carried away the gosling,The best best wishes,The biggest one.


  • Ah, geese, you geese!

  • Ga-ha-ha, ha-ha-ga!

  • Pinch the wolf
    Help the gosling!
Geese flapping their wings, screaming ha-ha They run around in circles, pestering the wolf. At this time, the caught goslings try to fly away from the circle, but the wolf does not let them in. The game ends when all the caught geese leave the wolf.

The game is repeated, but those playing in a round dance become geese, and the geese stand in a round dance. The wolf is chosen.

Rules games. Round dance of geese and goslings walk in a circle in different directions. Everyone should pronounce the text together. A caught gosling can leave the circle only when one of the players touches the wolf with his hand.

Russian folk game:

Big ball

To play you need a big ball. The players stand in a circle and join hands. The driver with the ball is in the middle of the circle. He tries to roll the ball out of the circle with his feet, and the one who passed the ball between his legs becomes the driver. But he stands behind the circle. The players turn their backs to the center. Now the driver needs to roll the ball into the circle. When the ball hits the circle, the players again turn to face each other, and the one who missed the ball stands in the middle. The game repeats itself.

Rules games. The players do not pick up the ball during the entire game; they roll it only with their feet.
Russian folk game:

Wolf

All the players are sheep, they ask the wolf to let them take a walk in the forest: “Let us, wolf, take a walk in your forest!” The wolf replies: “Walk, walk, but just don’t nibble the grass, otherwise I won’t have anything to sleep on.” At first the sheep just walk in the forest, but soon they forget the promise, nibble the grass and sing: We hiss, we nibble the grass,A green ant, for Grandma's mittens,For grandfather a caftan,To the gray wolfShovel dirt!

The wolf runs across the clearing and catches the sheep, the one caught becomes a wolf, the game resumes.

Rules games. Walking through the forest, the sheep should disperse throughout the entire area.
Russian folk game:

Bird catcher

The players choose the names of the birds whose calls they can imitate. They stand in a circle, in the center of which is a blindfolded birdcatcher. Birds walk, circle around the bird catcher and chant:

In the forest, in the little forest,Tsa green oak tree.The birds sing merrilyAi! The bird catcher is coming!He will take us into captivity,Birds, fly away!

The bird catcher claps his hands, the players stop in place, and the driver begins to look for birds. The one he finds imitates the call of the bird he has chosen. The birder guesses the name of the bird and the name of the player. The player becomes a bird catcher.

Rules games. Players should not hide behind objects encountered along the way. Players must stop in place exactly when signaled.

Russian folk game:

Wandering Ball

All players, except the driver, stand in a circle at arm's length. They pass a big ball to each other. The driver runs outside the circle, trying to touch the ball with his hand. If he succeeds, then he goes to the place of the player in whose hands the ball was, and the player goes out of the circle. The game repeats itself.

Rules games. When passing the ball, the players must not move from their place. You cannot pass the ball through one person, only to the player standing next to you. The driver is prohibited from entering the circle. The ball can be passed in any direction. The passing of the ball begins with the player behind whom the driver stands before the start of the game. The player who dropped the ball becomes the driver.
Russian folk game:

Ball

A circle with a diameter of 1 m is drawn on the site, and a ball is placed in the center of it. At a distance of 3-5 m from the circle, the players each dig a hole for themselves. The driver stands in the same row as the players, but he does not have a hole. Standing near the pits, children take turns throwing a bat at the ball. The ball needs to be knocked out of the circle, but so that it rolls out of the line.

At the same time, the one who knocked out the ball and the driver run into the field: one to get the bat, and the other to take the hole. If the driver is the first to occupy the hole of the player who knocked out the ball, then he changes roles with him.

The player who misses or hits the ball so weakly that it does not roll out of the circle leaves his stick in the field until one of his comrades makes a successful hit. Then all the players whose sticks are on the field run after them. The driver runs after the ball, places it in the center of the circle, runs to the holes and tries to take one of them. If none of the players hits the ball, then the driver rolls it along the ground into any hole. In whose hole the ball lands, he becomes the driver. If the ball does not hit the hole, then the driver remains the same.

Rules games. When throwing a bat, players should not go beyond the line. The driver should first place the ball in the center of the circle and then occupy the hole.

Russian folk game:

Posigutki

The players are divided into two teams by lot, one of them is the driver. The players of this team form pairs that stand in a corridor facing each other at a distance of 1-2 m, one pair from the other. Then the children also sit in pairs on the grass, straighten their legs, and touch each other with their feet. The players of the other party stand in single file and try to jump over their legs as quickly as possible. The drivers are trying to make fun of the jumping player. Each one who has been greased stands behind the back of the driver who has greased him. The players change places after all the children have passed, and the game is repeated.

Rules games. The one who has been insulted should not jump further than the pair of players who insulted him. The driver salutes the player only when he jumps over, and he should not change the position of his legs. Option. The players of the driving team may not sit down, stretching their legs, but hold the cord or elastic band while kneeling.
Bashkir folk game:

Yurt(Tirme)

The game involves four subgroups of children, each of which forms a circle at the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Holding hands, everyone walks in four circles at alternating steps and sings:

We, cheerful guys, will all gather in a circle.Let's play and dance, and rush to the meadow.

To a melody without words, the guys move in alternating steps into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), it turns out to be a yurt.

Rules games. When the music ends, you need to quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

Bashkir folk game:

Copper stump(Bakir buken)

Players playing in pairs sit in a circle. Children representing copper stumps are sitting on chairs. The host children stand behind the chairs.

To a Bashkir folk melody, the driver-customer moves in a circle at alternating steps, looking carefully at the children sitting on the chairs, as if choosing a stump for himself. When the music ends, he stops near the couple and asks the owner: I I want to ask you, Can I buy your stump? The owner answers: Since you are a daring horseman,That copper stump will be yours. After these words, the owner and buyer go out of the circle, stand behind the selected stump with their backs to each other and respond to the words: “One, two, three - run!” - scatter in different directions. The one who reaches first stands behind the copper stump.

Rulesgames. Run only when given a signal. The winner becomes the owner.
Bashkir folk game:

Throwing stick(Soyosh tayak)

A circle with a diameter of 1.5 m is drawn. A throwing stick 50 cm long is placed in the circle. A shepherd is chosen with a counting table. One player throws a stick into the distance. The shepherd runs out to pick up an abandoned stick. At this time, the players are hiding. The shepherd returns with the stick, puts it back and looks for the children. Having noticed the one hiding, he calls him by name. The shepherd and the named child run to the stick. If the player comes running before the shepherd, then he takes the stick and throws it again, and hides again. If the player arrives later, he becomes a prisoner. He can only be rescued by a player who calls his name and manages to take the stick before the shepherd. When everyone is found, the one who was discovered first becomes the shepherd.

Rules games. You can start looking for players only when the stick is found and placed in the circle. The player called by name must immediately come out of hiding. The prisoner is saved by the player who reaches the stick before the shepherd.

Bashkir folk game:

Shooter(Uksy)

Two parallel lines are drawn at a distance of 10-15 m from each other. A circle with a diameter of 2 m is drawn in the middle between them. One player is the shooter. He stands in a circle with a ball in his hands. The remaining players begin to run from one line to another. The shooter tries to hit them with the ball. The one who is hit becomes the shooter.

Rules games. At the beginning of the game, the shooter becomes the one who, after the sudden command “Sit!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball is thrown wide, the players throw the arrow. If a player catches a ball thrown at him, this is not considered a hit.
Buryat folk game:

Herd(Hureg aduun)

The participants of the game stand in a circle facing its center, holding hands tightly, and pretend to be horses. In the middle of the circle are the foals. They occasionally make sounds imitating the whinny of a horse. A stallion walks around the herd, protecting the foals from the invasion of wolves. And two or three wolves are on the prowl, trying to break the circle, grab the foal and take it to their lair to feed the wolf cubs. A stallion guarding a herd instills fear and frightens the wolves. If he insults the wolf, it is considered killed. The game continues until the stallion drives away or kills all the wolves.

Rules games. The wolf can break the circle. He must deftly lead the captured foal to his den.
Buryat folk game:

Needle, thread andnodule(Zun, utakhn, zangilaa)

The players stand in a circle, holding hands. Use a counting machine to select a needle, thread and knot. All of them, one after another, either run into the circle or run out of it. If the thread or knot comes off (they fall behind or incorrectly run out of the circle to get the needle or run into the circle), then this group is considered a loser. Other players are selected. The winner is the three that moved quickly, deftly, correctly, keeping up with each other.

Rules games. Needle, thread, knot holding hands. They must be let in and out of the circle without delay and the circle must be closed immediately.

Buryat folk game:

The Wolf and the Lambs(Shono ba Khurghad)

One player is a wolf, another is a sheep, the rest are lambs. A wolf sits on the road along which a sheep with lambs is moving. The sheep is in front, followed by lambs in single file. They approach the wolf. The sheep asks: “What are you doing here?” “I’m waiting for you,” says the wolf. “Why are you waiting for us?” - “To eat you all!” With these words he rushes at the lambs, and the sheep blocks them.

Rules games. The lambs hold on to each other and to the ewe. The wolf can only catch the last lamb. The lambs must deftly make turns to the side, following the movements of the sheep... The wolf must not push the sheep away.
Buryat folk game:

Looking for a wand(Modo baderhe)

Participants in the game stand on both sides of a log (benches, boards) and close their eyes. The presenter takes a short stick (10 cm) and throws it further to the side. Everyone listens carefully, trying to guess where the stick fell. At the command “Look!” players scatter in different directions, looking for a stick. The winner is the one who finds it, quietly runs up to the log and knocks with a stick. If other players guess who has the wand, they try to catch up with him and stain him. Then the stick goes to the player who caught up. Now he is running away from the others.

Rules games. The one who is salted must quickly hand over the wand.
Buryat folk game:

Shooting straw money(Surkharban)

Archery at bundles of straw heads or a shield made up of bundles of straw or tangled ropes is widely called surkharban, as one of the sporting elements of the national holiday. Another option is to shoot an arrow not at a straw head, but simply into the distance. The one whose arrow flies farthest wins.

Rules games. Observe correct shooting technique.

Dagestan folk game:

Get out of the circle

Draw a circle with a diameter of 30 cm. Draw a line at a distance of 3-4 m from it. Five or six children are playing. Each player has a flat stone with a diameter of 5 cm and twenty small pebbles (or bones). Each player places a certain number of pebbles in the circle (from two to five - according to the agreement of the players). Using a counting rhyme, they determine who should start the game. The one who is chosen throws his flat stone into the circle, trying to get into a pile of small stones. If you miss, the stone remains in place. If no one gets into the circle, then the player whose stone is closest to the circle must break the pile of pebbles by throwing his flat stone into the circle from the place where it lies. The next one, who has the stone closest to the circle, throws after him .

So, everyone throws their flat stone into the circle until all the stones are knocked out. The one who knocks the most pebbles out of the circle wins.

Rules games. The stone must be thrown only from the line or from the place where it fell. If two players have a stone fall at the same distance from the circle, the game starts again.
Dagestan folk game:

Put on your hat(Papakhny giy. T/agur lie)

A horseman boy sits on a chair. The driver is taken eight to ten steps away from him and turned to face the horseman so that the driver can orient himself where he is sitting. The driver is blindfolded, turned around, and given a hat in his hand. He must take a certain number of steps and put the hat on the horseman. The rest of the game participants count the driver's steps out loud and cheer for him. When the game is repeated, other children are assigned to the role of driver and horseman.

Rules games. The driver should not peep; The players should not help the driver or give him any hints.
Dagestan folk game:

Raise your handkerchief

The players stand in a circle and place a headscarf in the center. The national melody sounds, everyone dances the Dagestan Lezginka. When the music ends, each participant in the game tries to be the first to raise the scarf.

Rules games. You cannot reach for a scarf and leave the circle before the music stops.

Dagestan folk game:

Squealing stick(Kaakma tayak. Digalogues t/ilchi)

The players (ten to twelve people) form a circle, each holding small sticks 10 cm long. To play, you need another large stick 50 cm long. The leader is chosen using a counting rhyme, i.e., when counting in a circle to ten, every tenth child comes out from the circle. The one who remains last becomes the driver. He closes his eyes and counts out loud to ten, while the other children hide. Before hiding, players place a long stick with one end on a stone and the other on the ground. Small sticks are carefully placed on the end of a stick lying on the ground.

After counting to ten, the driver opens his eyes and looks for the children. Each of the players tries to be the first to reach the stick unnoticed and hit its end lying on the stone, so that small sticks fly into the air. The driver tries to prevent the players from doing this. If one of the players manages to hit the stick and scatter small sticks, then the driver closes his eyes again. If the driver manages to win, then the player found first becomes the driver.

Rules games. So that no one touches the sticks, the driver, having found one of those hiding, quickly runs up to a long stick and loudly calls the name of the person found, and the discovered player stops and no longer hides.
Dagestan folk game:

Blind Bear(Sokur Ayuv. Betsab qi)

The players are freely placed on a limited area. Each player has two sticks: one smooth, the other with teeth. Players choose a leader - a bear, who is blindfolded. They move a smooth stick over a jagged stick and a sound is produced. The bear follows the sound, trying to stain one of the players. The one whom the bear spots becomes the leader.

Rulesgames. The driver should not peek. Players are not allowed to run beyond the court line. If the bear cannot stain anyone for a long time, you need to change the driver.

Dagestan folk game:

Ciku-tion

To play you need two sticks: one 70-80 cm long, the second 15-20 cm, the diameter of both sticks is 2 cm.

Using a counting rhyme, two children determine who should start the game. They draw a line on which they place a large stick. The participant who started the game throws a short stick up and hits it with a long stick so that it flies as far as possible. He places the long stick back on the line.

The second player has the right to catch the small stick on the fly. If he catches it, he replaces the first player. If he doesn’t catch it, then he must take a small stick and throw it so as to hit the long one, which lies on the line. When hitting a stick, the second player plays the game in the same way as the first. Otherwise, the game continues with the first player, who receives 1 point. Whoever scores 5 points first wins.

The winner hits the short stick with the long one 3 times, trying to make the short stick fly further from the line. From the place where the short stick fell after three hits, the loser must jump to the line on one leg, saying the saying: ciku-tion, ciqu-tion...

Rules games. If the distance to the short stick turns out to be very large, you can jump alternately on one leg or the other.

Dagestan folk game:

Running to the river

At a distance of 10-15 m from the river, a line is drawn along which the players line up. At the driver’s signal, the players run to the river, take out a stone from its bottom and, running back, give the stone to the driver.

The driver determines the first three places. Game continues.

Rules games. The driver can lengthen or shorten the distance and give various tasks.

Dagestan folk game:

Take out your hat

Players are divided into two teams, up to ten people in each. There are caps at a distance of 10-15 m. Players on both teams form pairs and move towards the hats, performing different movements. First the first pairs move, then the second, etc. For example, the first pairs move forward, jumping on one leg, the second pairs move on all fours, the third pairs walk on their heels, the fourth pairs move forward in a half-squat, the fifth pairs move forward in a deep squat.

Rules games. Only the pair that reaches first has the right to take the hat. The team with the most caps wins. When repeating the game, it is better to change the types of movements between pairs. You can choose other movements.
Karelian folk game:

Ball

The players are divided into two teams. Players of one team draw a fortress for themselves on the court - a square, each side of which is equal to five steps. The players of the other team are in the field. They approach the fortress no closer than five steps. One of the attackers has a ball in his hands. He throws it at the defenders of the fortress. The one who was hit picks up the ball and throws it at the attackers, and they , in turn, throw the ball again at the defenders of the fortress.The one who misses is eliminated from the game.

Rules games. The attackers throw the ball from a certain distance, not closer. They can only dodge the defenders' ball within the field, and the defenders can only dodge the ball within the fortress.
Karelian folk game:Sledding tag

Several couples play. In each of them, one player carries the other, who is sitting on a sled. At the request of the players or according to the counting, a pair of drivers is selected. The drivers strive to catch up with any other pair of players and tarnish one of them. A player sitting on a sled makes a save, he does this only by touching his hand. If the player in a pair is upset, the pair becomes the leader. Game continues.

Rulesgames. You must play within the designated area. A couple that has driven beyond the boundaries of the court becomes the driver, and the game continues. You can’t pick off the players of the pair that was just leading.

Karelian folk game:

I am!(Olenpa!)

For the game, choose a platform 50-gO m long and no more than 10 m wide. An even number of children play. They are divided into two equal teams, come to an agreement and decide by lot which one will lead first.

In the middle of the site, at a distance of 2-3 m, two lines are designated, behind which two lines are built opposite each other. The players of the running team clap their hands together, turn and quickly run to their end of the court. The driving team runs after them, trying to catch at least one of the runners before they cross the line delineating the area. The player who was insulted must shout loudly: "Olenpa!"("I am!"). After that, he and his entire team turn around and catch the players of the driving team who are trying to run over the line at their end of the court.

The game continues until one of the teams manages to escape in its entirety beyond the unsalted line. She is considered the winner. Then the other team drives.

Rules games. You can catch any player. The salty one must shout: “I am!” It is not allowed to run beyond the side line of the court.

Stick(Chuka)

The players stand behind the stake line. At a distance of 6-8 m from it, the driver places a small stick (length 10-15 cm, cross-section 3-5 cm) vertically on the ground. The players hold sticks 1 m long in their hands, which they take turns throwing from the line at the chuka, trying to knock it down. If the chuka is knocked down, the driver must put it back in place as quickly as possible and take one of the sticks. At this time, the remaining players each try to run up to their stick and take it. The one left without a stick becomes the driver.

If none of the players knocked down the chukka, then everyone tries to take his own stick, the driver tries to take possession of someone else's stick.

At this moment, the players can act collectively against the driver: use false, distracting actions and thereby help their friend take the stick.

Rules of the game. You should be careful not to hit the driver with a stick; You can throw a stick into a chukka only when the driver has put it down and retreated to his place.

Game of the Komi peoples:

Stop, deer!

The players are in different places on the court (its boundaries are marked). A shepherd is chosen. Having received the stick, he stands in the middle of the platform.

After the signal “Run, deer!” everyone scatters around the site, and the shepherd tries to catch up with one of the players, touch him with a stick and say: “Stop, deer!” The one touched by the wand moves aside. The game ends when the shepherd has caught five deer.

Rules games. You can run away only at the signal “Run, deer!” The greasy ones go to the appointed place. Salting must be done carefully.
Game of the Komi peoples:

Deer hunting

The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from the deer antlers (their number depends on the number of children in the team). Each child has a lasso in his hands. He tries to lasso (catch) the deer.

Rules games. The one who catches the most deer wins. Before playing this game, you need to learn the correct techniques for throwing a lasso. Throw a noose over the deer's antlers following a signal. You cannot approach the deer closer than the place marked by the line.

Options. Several people can catch one deer, that is, throw lassos on one horn. In this case, they should stand without interfering with each other. To make it more difficult, the game is played on the side of a mountain. A group of players is divided into two teams, which are located on two sides of the slide, each team has a circle. The leader pushes the sled with the horns attached to it. Children take turns catching deer in flight.

Game of the Komi peoples:

Seine(Tyv)

The players choose a fish. A bright scarf or a wreath of flowers is placed on her head and placed in the center of a round dance representing a seine. At a distance of 1.5-2 m from the round dance, four poles decorated with ribbons are installed. The fish, having made its way through the net (under the hands of the players), runs to one of the poles. The players catch up with her. If the fish is not caught and it hides behind a pole, it remains a fish; if it is caught, it returns to the round dance. The one who caught up with it becomes a fish.

Rules games. A player running out from under a net must show dexterity, not strength. You cannot break the circle.
North Ossetian folk game:

Drag

A straight line is drawn through the middle of a circle with a diameter of 4 m, dividing it into two equal parts. Two players stand on both sides of the line with their backs to each other. A ring of rope with a diameter of 1.5-2 m is put on them so that it passes under the arms. While squatting, participants move their body forward so that the rope is slightly stretched. At the signal, both players begin to pull each other out of the circle. Whoever pulls who out of the circle wins. Several pairs can compete at the same time.

Rules games. You should begin to pull the rope simultaneously with the command “March!” You only need to pull forward using your body and legs. It is forbidden to rest your hands on the ground.
North Ossetian folk game:

Fight for the flags

The game involves two teams. The number of participants can be any, but equal in both teams. Each team has a flag, which is placed in a visible place and guarded by one of the players. The remaining team members are divided into defenders and attackers. The goal of the game is to capture the enemy's flag while keeping your own. During the game, you are allowed to pass the flag to another player and run away with the flag.

Rules games. The game must begin at the signal; Rough actions should not be allowed in the fight for the flag.

The winner is the one who throws the bag further.

Rules games. When repeating the game, the bag is thrown with the left hand.

North Ossetian folk game: Tohsi 1

On a flat area two circles are drawn, inscribed one inside the other. In the center of the small circle, multi-colored alchiks are placed in one row (can be replaced with pebbles), one from each player. The players stand on the line of the outer circle so that it falls in the middle of the foot. They take turns throwing the bat.

The task is to use a large alchik-bat - tokhsi - to knock the alchiks out of the large circle.

Rules games. If the boy rolls over the line, the player wins. If he misses, he does not have the right to hit a second time (he misses his turn).
Tatar folk game: We sell pots

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:


  • Hey buddy, sell the pot!

  • Buy it.

  • How many rubles should I give you?

  • Give me three.
The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules games. You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If on starts running to the left, the spotted one must run to the right.

Tatar folk game:

Who is first?(Uzysh uyena?)

The players line up on one side of the court, and on the other side a flag is placed to indicate the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner.

Rules games. The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

Tatar folk game:

Gray wolf(Sary bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):


  • Where are you going, friends?

  • We are going into the dense forest.

  • What do you want to do there?

  • We'll pick raspberries there.

  • Why do you need raspberries, children?

  • We'll make jam.

  • What if a wolf meets you in the forest?
    The gray wolf won't catch us!
After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words not in sight The gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone.

He takes the prisoners to the lair - to where he himself was hiding.

Rulesgames. The person representing the gray wolf must not jump out, and all players must not run away before the words are spoken. not to be seen. You can catch those running away only up to the house line.
Tatar folk game:

Jump-jump(Kuchtem-kuch)

A large circle with a diameter of 15-25 m is drawn on the ground, and inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules games. You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.
Tatar folk game:

Timerbay

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says: Timerbai has five children,They play together and have fun.We swam in the fast river,They got nasty, splashed,Cleaned up nicelyAnd they dressed up beautifully.And they didn’t eat or drink,They ran into the forest in the evening,We looked at each other,They did it like this!

With last words like this The driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rulesgames. Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).
Tatar folk game:

Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Rules games. If the driver fails to stain any of the players, then he drives again.
Tatar folk game:

Guess and catch up

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run.

Rules games. If the driver does not understand your friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.
Tatar folk game:

Ball in a circle

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules games. The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.
Tatar folk game:

Tangled horses

The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line. At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules games. The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).
Tuvan folk game:

Shooting at a target(Kary adary)

The players are divided into two teams. A stump (chair, any wooden object) is placed in a free place. A bun rolled from goat fluff or sheep wool is placed on the stump so that if it is hit by a blunt arrow or ball, it will roll away. A line is drawn at a distance of 4-5 m from the stump. Players take turns hitting the target. The one with the most hits wins.

Rules of the game. Hit the target with a bow or ball strictly from the line.

Tatar folk game:

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each line is revealed, as well as the winning line, in whose team the largest number of participants will throw the bags to the flag.

Rules games. Everything must be thrown at the signal. The team leaders keep score.
Udmurt folk game:

Water( By murt)

They outline a circle - this is a pond or lake, a river. The leader is chosen - the water one. The players run around the lake and repeat the words: “There is no water, but there are a lot of people.” The merman runs around the circle (lake) and catches the players who come close to the shore (circle lines). Those caught remain in a circle. The game continues until the majority of players are caught.

Rules games. The merman catches without going beyond the circle line. Those who are caught also become traps. They help the merman.
Udmurt folk game:

Gray bunny

A square (6X6 m) is drawn on the site - this is a fence. A bunny sits on one side of the fence. The dogs (ten players) are located in a semicircle 3-5 m away from the opposite side of the fence. Those participating in the game say: “Little bunny, little bunny, why did you come into the garden? Why did you eat my cabbage? At the last words, the bunny jumps from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands.

Rules games. The hare is considered caught when the circle is completely closed. The hare has no right to run out from under the hands in a closed circle.

Udmurt folk game:Catch-up

The players stand in a circle. One of them recites a rhyme:

Five beards, six beards,Seventh- grandfather with a beard.

The one who goes out catches up with the players, who scatter in different directions. By touching the hand of one of the players, the trap says the word Tyabyk The one caught leaves the game.

Rules games. When three or four players are defeated, everyone gathers in a circle again and a new leader is chosen with a counting rhyme.
Udmurt folk game:

Moose hunting

The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from the elk antlers (their number corresponds to the number of participants in the team). Each player has a lasso in his hands. Everyone is trying to lasso the elk (throw a lasso over the horns). Those hunters win who caught more moose, i.e. threw the lasso more times.

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One of the most famous children's games, which has become a “children's classic”. This game is also known as " Geese-geese Ga-Ga-Ga!" and just " Geese»

Rules of the game Geese-swans

To play, you need a large area and a group of children of at least 5 people. It’s even more interesting to play with a group of 10-30 players, so the game is good for kindergartens and public holidays.

At the beginning of the game, a chalk or stick is used to outline "gooseneck"- the house in which they live geese and where awaits them master.

On the other side of the site is outlined "field"- Geese go there for a walk.

Between "goose man" And "field" a circle is drawn - "den", will live there wolf.

Further using counting rhymes a wolf is chosen (if there are a lot of guys, there may be several wolves) and the owner of the geese. The rest become geese.

When playing with adults, the role of the owner is usually taken by an adult, who is also the host of the game.

The owner says to the geese:

- Geese, fly into the field, take a walk, don’t fall into the clutches of the wolf.

The boys are running, waving their arms, "field".

- Geese, geese!
- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly home!
- The gray wolf is under the mountain and won’t let us go home.
- What is he doing?
- He sharpens his teeth and wants to eat us.
- Well, fly as you want, just take care of your wings!

Geese spread their arms like wings and fly home to the gooseyard, and wolf growls and tries to catch them. Caught geese are eliminated from the game and the game continues. The winners are those who have never fallen into the clutches of a wolf.

The ending in this game may be different. When all the geese are caught and sitting in the wolf's den, the owner calls the wolf to take a steam bath.

The wolf goes to the owner to steam, pretends to wash himself, and then the owner says to him:

- Little wolf, I’ll throw you a cow!

The owner throws a stick to the wolf somewhere far away, and while the wolf runs after it, the geese run home to the owner.

At the end of the game, you can celebrate and praise the most agile geese, who have never fallen into the clutches of a wolf.

There are several more options for rhymes for this game:

- Geese, geese!
- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!

- Geese, geese!
- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Bread and butter?
- No no no!
- And what?
- We want sweets!
- Well, fly as you want, just take care of your paws!

- Geese, geese!
- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!
- Gray wolf under the mountain. He won't let us go home!
- What is he doing?
- He sharpens his teeth and wants to eat us.
- Well, fly as you want, just take care of your paws!

- Geese, geese!
- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!
- The gray wolf under the mountain does not let us go home.
- Don’t be afraid of the wolf, scatter as quickly as possible.

- Geese, geese!
- Ha-ha-ha
- Do you want to eat?
- Yes Yes Yes!
- Fly home!
- Gray wolf under the mountain!
- We ate quickly
And they flew, flew, flew...!

Geese, geese!
- Ha-ha-ha
- Do you want to eat?
- Yes Yes Yes!
- Well, fly if you want.
Just watch out for the wolf!
Gray wolf under the mountain
He won't let you go home!

Video games " Geese-geese Ga-Ga-Ga!»:

Target: To develop children's self-control and ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: At one end of the site there is a “house” line where the geese are located, at the opposite end there is a shepherd. To the side of the house is the “wolf’s lair.” The rest of the place is “meadow”. The teacher appoints one as a shepherd, another as a wolf, the rest pretend to be geese. The shepherd drives the geese out to graze in the meadow. Geese walk and fly across the meadow. The shepherd calls them “Geese, geese.” The geese answer: “Ga-ga-ha.” “Do you want to eat?” "Yes Yes Yes". “So fly.” "We are not allowed. The gray wolf is under the mountain and won’t let us go home.” “So fly as you want, just take care of your wings.” The geese, spreading their wings, fly home through the meadow, and the wolf runs out, blocks their path, trying to catch as many geese as possible (touch with hand). The wolf takes the caught geese home. After 3-4 runs, the number of those caught is counted, then a new wolf and shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words “So fly as you want, just take care of your wings.” The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

Outdoor game “Who can take off the tape the fastest”

Target: Develop in children self-control and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, opposite the columns, a rope is stretched, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted.

Rules: You can only run after the word “run”. Pull the tape only in front of your column.

Options: Place obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

Outdoor game “Fast to places”

Target: Develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.



Description: Children stand in a circle at arm's length, each person's place is marked with an object. At the word “run”, children leave the circle, walk, run or jump across the entire playground. The teacher removes one item. After the words “take your seats,” all children run in a circle and take empty seats. To the one who remained, the children said in unison, “Vanya, Vanya, don’t yawn, quickly take your place!”

Rules: A place in the circle can only be taken after the words “Take your places.” You can’t stay still after the word “run.”

Options: At the beginning of the game, do not hide the cube so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Outdoor game “Trap, take the tape”

Target: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher should only take the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

Outdoor game “Hunters and Hares”

Target: Improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Equipment: ball.

Separation of roles: Choose one or two “hunters” who stand on one side of the site, the rest of the children are “hares”.

Progress of the game.

The hares sit in their “burrows” located on the opposite side of the site. The “hunters” walk around the area and pretend to be looking for “hares”, then go to their places and hide behind the “trees” (chairs, bench).



In the words of the teacher:

Bunny jump and jump. jumping gallop

Into the green forest

The “hares” go out onto the platform and jump. To the word “Hunter!” The “hares” run to their “minks”, one of the “hunters” aims the ball at their feet and whoever it hits takes with them. The “hares” go out into the forest again and the “hunter” hunts them again, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Instructions for the game. Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only at the feet of the "hares". The one who threw the ball picks it up.

This well-known Russian folk outdoor game for children has remained a hit for centuries. It is best to play outside, but if there are not very many children and the room size allows, then you can do it at home. The age of players in this game is 4-9 years. Before the game, two lines are drawn at opposite ends of the court. These are the “houses” of geese. Here they are safe, the wolf cannot catch them. If you play indoors, you can simply specify where the “house” begins, or mark it with cords, ribbons, or a gymnastic hoop. The space between the houses is a “field” or “meadow”. A “wolf” and a “master” are selected. It is not necessary to choose the “owner” - it can be an adult. All the “geese” go to one “house”, and the “wolf” remains on guard in the field.

The “owner” conducts a dialogue with the “geese” that is well known to all adults, and the children immediately learn it:

“Boss”: Geese, geese!

"Geese": Ha-ga-ga!

“Boss”: Do you want something to eat?

"Geese": Yes, yes, yes!

“Owner”: So fly! -

"Geese": We can't. The gray wolf under the mountain won't let us go home!

Immediately after these words, the “geese” run across the “meadow” and try to hide from the “wolf” in the “house”. The one whom the “wolf” was able to catch changes him and becomes a “wolf” himself. You can choose the driver every time with a counting rhyme if the children, trying to turn into a “wolf”, begin to play not at catch-up, but at giveaway.

There is a little-known version of the game "Geese-geese". This is common in the Moscow province.