Outdoor games for the middle group (with rules). Didactic game "Guess - ka!"

Outdoor games for the middle group (with rules). Didactic game "Guess - ka!"

Find your place!

Purpose: to develop dexterity, attention, the ability to quickly respond to a signal, to form the skills of orientation in space.

Each player chooses a house for himself - a hoop with any geometric figure lying in it. At the signal of the teacher: "Let's go for a walk!" the guys leave their houses and walk. The teacher, meanwhile, swaps the figures in places. To the signal "Find your place!" children find their house. Encourage those guys who found their house first.

Flight of birds

Purpose: to exercise in running, climbing a gymnastic wall.

Children are birds, they are on one side of the playground and imitate their actions: looking for food, swimming, chirping, cleaning feathers, etc. At the signal of the teacher: "Birds, fly!" - children fly (run across the platform), spreading their wings (raising their arms to the sides). At the signal: "Storm!" - at the expense of an adult “Fly home! One two Three!" birds fly to "nests": gymnastic ladder climb on it. At the signal from an adult, “The storm is over. The sun has come out, ”the birds descend from their shelters and again fly to the feeding place. The loser is the one who does not have time to take his place on the gymnastic ladder during a storm on the signal "One-two-three".
Attention: the teacher insures the children when climbing and dismounting from the gymnastic ladder. Children should not be allowed to jump from its upper planks.

In places!

Purpose: to develop attention, the ability to act on a signal, to form the skills of orientation in space.

The players form circles. In the center of each circle is an object (cube, bag, pin). At the signal of the teacher, everyone scatters around the hall in different directions. To the signal "To places!" all players must quickly stand in a circle around their subject. Those guys who are the first to stand in a circle win.

Sly Fox

Purpose: to develop attention, the ability to act on a signal, to form the skills of orientation in space. Develop endurance and observation in children. Exercise in a fast run, in formation in a circle, in catching.

The players stand in a circle. The distance between the children is one step. The teacher invites the children to close their eyes, go around the circle behind their backs and touch one child - he becomes a fox. The players open their eyes and look at each other attentively, guessing which of them is a cunning fox, whether she will give herself away in some way. Children ask in chorus at first quietly, then louder: “Sly fox, where are you? "After pronouncing these words three times, the cunning fox comes to the middle of the circle, raises his hand and says:" I am here! " Everyone scatters around the site, and the fox catches them. She takes the caught children to her house (a predetermined place). When the fox catches 2-3 children, the teacher says: "Into the circle!" All players form a circle and the game resumes.

Game "Don't hurt!"

Purpose: to train children in walking and running with a snake, enrich motor experience, develop coordination of movements, orientation in space.

The teacher places the pins at a distance of 40-50 cm from each other. The players pass between the pins like a snake, trying not to hit them. After the children cope with the task, invite them to walk along a path bounded by pins on both sides, 40-50 cm wide with their eyes closed (blindfolded).

Frogs and herons

Purpose: to develop in children the ability to act on a signal, dexterity. Exercise forward jumping.

Determine with the children the boundaries of the swamp, in the corner of which the heron's nest is located. At the signal of the educator, the "frogs" begin to move in the direction of the "swamp", moving only by jumping on both legs. As soon as the “frogs” cross the border of the “swamp” and enter its territory, the “heron” can begin to catch them. Having caught the "frog", the "heron" takes it to the nest. It is important to fulfill the condition of the game: frogs move only by jumping!

Wolf in the moat

Purpose: to develop courage and dexterity, the ability to act on a signal. Exercise in long jump with a running start.

The boundaries of the "lawn" are marked on the floor, on which the "goats" will have fun and gallop. In the middle there is a "moat" about a meter wide - two parallel lines. The moat crosses across the entire lawn. To put one participant in the moat - he plays the role of a "wolf". The rest become "goats". Before the start of the game, they stand outside the "lawn". The host commands: “The goats are in the field! The wolf is in the moat! " "Goats" jump out into the clearing, have fun, try to jump over the moat. The "wolf" at this moment should try to attack any of the participants. The "goat" is considered a loser if the "wolf" touched it or it could not jump over the moat without touching the line. The loser leaves the game. At the command of the host “Goats, go home!”, The “goats” return to their starting position. The losers again become "goats" and enter the game. The wolf changes every 2-3 runs.

Homeless hare

Purpose: to develop dexterity, quickness, the ability to respond to a signal, enrich motor experience, form orientation skills in space.

A hunter and a homeless hare are selected from among the players. The rest of the players - hares - take their places in the hoops lying on the floor - houses. At the signal, the hares run out of their houses, play on the grass. As soon as the presenter says: "The hunter is coming!", The hares run away to their houses. A homeless hare escapes from the hunter by running into any house; then the hare, which lacked a house, becomes a homeless hare.

Fishermen and fish

Purpose: to develop in children dexterity, quick wit, the ability to act on a signal.

There is a cord in the shape of a circle on the floor - this is a net. In the center of the circle there are three children - fishermen, the rest of the players - fish. Children-fish run all over the playground and run into a circle. Children fishermen catch them. You can only catch fish children in a circle. Fish should run into the circle (net) and run out of it so that the fishermen do not catch them. Whoever catches more fish is the best fisherman.

Find a figure

Purpose: to develop dexterity, quickness, attention, the ability to respond to a signal, to enrich motor experience, to form the skills of orientation in space.

The teacher distributes geometric shapes to children: squares, rectangles, circles, triangles. On the floor in different corners, the platforms are laid out one by one of the same geometric figure. After the words of the teacher “Go for a walk”, the children disperse in different directions. When the teacher says "Find your figure!" children gather in the appropriate corner of the playground. You can use the musical accompaniment of the game. Then at the end of the music, the children must find their figure.

Through the brook

Purpose: to develop dexterity in children, to exercise in jumping on both legs, in balance.

All the players sit on chairs, 2 cords are placed 6 steps away from them, the distance between them is 2 meters - this is a trickle. Children should cross over "pebbles" - boards to the other side without getting their feet wet. The boards are laid so that children can jump from one pebble to another. By the word "Let's go!" the children begin to cross the stream. The one who has stumbled, steps aside - “dry shoes”.

Snipers

Purpose: to develop dexterity, eye, coordination of movements, accuracy.

The children are invited to knock down the pins from a distance of 2 meters from a sitting position, lying down. As the task progresses, the distance to the pins increases.

Fishing rod

Purpose: to develop dexterity, quickness, coordination of movements, the ability to quickly respond to a changing environment, to exercise in high jumps.

The players stand in a circle, in the center is the educator. He holds in his hands a rope, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the ground (floor), and the children jump up on two legs, trying to prevent the bag from touching their feet. “Caught on the bait” are those players who did not have time to jump and the bag touched their legs.

Get in the circle

Purpose: to develop in children the ability to act on a signal. Exercise in throwing with the right and left hand.

Children stand in a circle at a distance of 2-3 steps from a large hoop or circle of rope 1-1.5 m in diameter lying in the center. Children hold sandbags or other objects for throwing. On a signal, they throw objects into the circle with their right and left hands, on another signal, they take them out of the circle. The teacher marks those who managed to get in.

Train

Purpose: to develop attention, the ability to respond to a signal, enrich motor experience.

Children stand in a column according to their height. The first child in the column is a "locomotive", the rest are "trailers". The locomotive, after the teacher's signal, hums: "y - y - y", at this time the children bend their arms at the elbows. After the whistle of the locomotive, the children stretch their arms forward and say "chu", with their hands they depict the movement of the wheels. They repeat this 3-4 times. On the words of the teacher: "The wheels are knocking," the children take a step in place, on the signal "let's go" - they walk, gradually accelerating their step, then - on the run. On the words of the teacher: "bridge", "tunnel" or "downhill" the train goes slowly, and "downhill" - goes faster again. When the teacher raises the red flag, the train stops; when green - moves on. The train approaches the station slowly and stops. The locomotive releases steam: "psh - w ...".

Chef and kittens

Purpose: to develop dexterity, speed, attention.

A chef is chosen according to the counting-out, who guards the objects lying in the hoop - "sausages". The cook walks around the hoop - the "kitchen". Children - kittens go in a circle, performing various types of walking, running, pronouncing the text:

Crying pussies in the hallway
Kittens have a lot of grief:
Tricky chef to poor pussies
Prevents the sausages from grabbing.

With the last word "kittens" run into the "kitchen", trying to grab a sausage. The cook tries to grease the players who have run in. The hardened players are eliminated from the game. The game continues until all the sausages are stolen from the cook. The winning kitten becomes a cook.
You can't run into a circle ahead of time. The cook is not allowed to grab the kittens, only to grease, he is not allowed to go outside the circle. It is forbidden to take 2 or more items at the same time.

Wreath

Purpose: to develop the ability to stand in a circle, respond to a signal, enrich the motor experience of children. Exercise while running.

Children stand in a circle, leading behind a circle.

Leading:

I'm walking in the garden
And I pick flowers.
I will weave a wreath out of them -
Catch me up, buddy!

With these words, the presenter puts a wreath on the head of any child. He runs away himself, and the child with the wreath catches up with him. The game continues until all the children have been in the role of the presenter.

Cowshed

Purpose: to develop auditory perception.

Children in a circle, leading in the center of the circle blindfolded.
Children: Cow, cow, give us milk!
Host: I will give milk to whoever I can guess.
The teacher gives a sign to one of the children. He, trying to change his voice, says "Moo".

Networks

Purpose: to develop dexterity, ingenuity, orientation in space, the ability to follow the rules of the game.

An adult marks a circle with a diameter of 4-4.5 m on the floor. Two children are selected from among the players who will be fishermen. They join hands, forming a fishing net. The rest of the participants are fish. They swim in the lake - they run inside the circle. Fish cannot run out of the circle.
At the command of the leader, the fishermen run into the lake, trying to catch fish, run in pairs, without disengaging their hands. The caught fish stand between the fishermen. Thus, with each caught participant, the network expands, and the number of fish becomes smaller and smaller. When the net becomes large enough, the fishermen have the opportunity to surround the fish. If the fishermen joined hands, forming a circle, then the fish inside the circle are considered caught.
Fish can escape from the net if one of the fishermen (they are always at the edges of the net), while moving, released the hand of the player next to him. The fisherman must, as quickly as possible, take the hand of a player who has not yet detached from the net. The game continues until the fishermen have caught all the fish. The player who is caught last is considered the winner.
At the end of the game, the extreme participants in the network join hands, and the children begin to dance, sing any funny song.

Salute (with ball)

Purpose: to practice catching and throwing the ball.

Children take balls of different colors and sit freely around the hall. An adult says with children:

These are not crackers:
Cannons fired.
People dance and sing.
There is a festive fireworks in the sky! (children throw up balls and catch them).

At the signal of an adult: "The fireworks are over!" children stop throwing balls up.
You can throw the ball up only after the command "Salute".

Hit the target (with the ball)

Purpose: to develop accuracy.

Children have to throw the ball into the distance into a basket or box located at a distance of at least 2-3 m.

Mousetrap

Purpose: exercise in building in a circle. To develop in children endurance, the ability to coordinate movements with words, dexterity.

The players are divided into two unequal teams, the big one forms a circle - a "mousetrap", the rest - mice. The words:

Oh, how tired the mice are
They ate everything, everyone ate.
Beware of cheating,
We will get to you.
Here we will arrange the mousetraps,
Let's catch everyone now!

Then the children put their hands down, and the "mice" remaining in the circle stand in a circle and the mousetrap increases.

Crucian carp and pike

Purpose: to develop the ability to navigate in space, to act on a signal.

They choose a driver - a pike. Children are divided into two groups. The first group is carp, the second is pebbles. "Pebbles" squat down scattered at a distance of one or more steps from each other. Behind them "carp" are hiding. At the signal, the "Karasiki" swim out of their hiding places - they run around the site in different directions. To the signal "Pike!" a pike swims out, and crucians hide behind pebbles. One carp should hide behind one pebble. The pike has the right to grab a crucian carp that has not found shelter for itself or the one who was the second to hide behind a stone.

Voivode

Purpose: to train children in rolling, throwing and catching the ball, in the ability to coordinate movement with the word, to develop attention, dexterity. To cultivate endurance and discipline.

The players in a circle roll the ball from one to the other, saying:

An apple is rolling in a circle dance,
Who raised him, that voivode ...

The child who at this moment will have the ball is the voivode. He says:

I am a voivode today.
I'm running out of the round dance.

Runs behind a circle, puts the ball on the floor between two players. Children say in unison:

One, two, do not crow
And run like fire!

Players run in a circle in opposite directions, trying to grab the ball before their partner. The one who ran out first and grabbed the ball rolls it in a circle. Game continues.
Roll or throw the ball only to a player standing next to it. You cannot interfere with a player running around the circle. The winner is the one who first touched the ball.

We are brave guys

Purpose: to develop the ability to coordinate movements with the text of the poem.
The teacher reads a poem, and the children crawl and walk, pretending to be scouts.

We are brave guys
Dexterous, skillful.
Let's crawl here and there - on the roads (in a forward direction)
Over the bridges (over the board)
Let's climb the mountain high (on an inclined board)
We can see it far away.
And then we'll find a path
And we will walk along it a little (walking along the winding "path" marked with cords).

Hunters and ducks

Purpose: to train children in throwing the ball at a moving target. To develop an eye, oculomotor functions, gaze fixation.

All participants are divided into 2 teams. One team is hunters, and the other is ducks. A large circle is laid out from the cord on the site. Ducks stand inside the circle, and hunters - behind the circle.
At the start command, the hunters try to hit the ducks with the ball. Duck competitors must dodge the ball. They are only allowed to run inside the circle.
If the ball touches a duck, then that player (duck) is out of the game and out of the circle, and play continues.
The game can be continued until all the ducks are "killed". When all the ducks are killed, the teams can change - hunters become ducks, and ducks become hunters.

Puppy

Purpose: to practice climbing on a gymnastic wall, climbing from one span to another, to teach to be attentive, not to drown, to act on a signal. Formation of skills of safe behavior on the gymnastic wall.

A puppy climbed the fence,
But he could not go down himself.
We are not afraid of heights
And we strive to help him.
The teacher invites the children to help the Puppy down, but for this you need to climb on the gymnastic wall. The children take turns getting in and touching the Puppy, thus saving him.

What is planted in the garden?

The aim of the game. Teach children to classify objects according to certain characteristics (according to the place of their growth, according to their application), to develop quick thinking, auditory attention.
The course of the game. The teacher asks: “Children, do you know what they plant in the garden? Let's play this game: I will name different objects, and you listen carefully. If I name what is being planted in the garden, you will answer “yes”, but if what is not growing in the garden, you will say “no”. Whoever makes a mistake loses. "
- Carrot.
-Yes!
- Cucumbers.
-Yes!
- Beet.
-Yes 1
- Plums.
- No!
If someone hurries up and answers incorrectly, the teacher can say: “In a hurry, you will make people laugh. Pay attention!" You can also play games: "Set a table for guests" (the teacher calls the tableware), "Plant a garden", "Furniture", "Clothes", etc.

What season

The aim of the game. To teach children to correlate the description of nature in poetry or prose with a certain time of the year, to develop auditory attention, quick thinking.
The course of the game. The teacher has short texts written on cards about different seasons. The texts are mixed. The teacher asks: "Who knows when this happens?" - and, opening the card, reads the text. Children guess.

Riddles
I have a lot to do - I cover the whole earth with a white blanket, I clean the ice of the river, White fields, houses They call me ...
(Winter)
I open the buds, I dress the trees with green leaves, I water the crops, I am full of movement. My name is...
(Spring)
I am woven from heat, I carry warmth with me. I warm the rivers, "Swim!" - I invite you. And for this you all love me. I AM...
(Summer)
I carry the crops, I sow the fields again, I send the birds to the south, I undress the trees. But I don’t touch the pines And the Christmas trees. I AM...
(Autumn)

What did you give Natasha?

The aim of the game. Encourage children to look at objects, to remember the qualities of those objects that the child does not see at the moment.
The course of the game. The teacher says: “My grandmother sent Natasha a gift. Natasha looks: there is something round, smooth, green in the basket, and red on one side, bite it off - delicious juicy. Grows on a tree. “I forgot what it’s called,” thought Natasha. Children, who will help her remember the name of what her grandmother sent her? "
Another variant. The teacher recalls: “Once a guest came to the kindergarten. He was dressed in a beautiful fur coat, hat, felt boots. He had a long white pine forest (yes, white mustache, eyebrows. Good eyes. He held a sack in his hands. Who do you think was our guest? What did the guest have in the sack? What was the kindergarten holiday? "
The educator can lead such conversations-riddles about different objects and phenomena.

Add a word

The aim of the game. Exercise children in the correct designation of the position of the object in relation to themselves, develop orientation in space.
The course of the game. The teacher says to the children: “Let's remember where our right hand is. Pick her up. All objects that you see on the side where the right hand is, are on the right. Who knows where are the objects that you see on the side where the left hand is? Do you know what the words "in front of me" and "behind me" mean? (Clarifies these concepts as well.) And now we will play. (Children sit at the table.) I will start a sentence, name different objects in our room, and you will add the words: "right", "left", "behind", "in front" - answer where this object is. The teacher begins:
- The table is ... (calls the name of the child).
- Behind
- The shelf with flowers is hanging ...
- On right.
- The door is from us ...
- Left.
If the child is mistaken, the teacher offers to stand up, raise his hand and point this hand at the object.
- Which hand is closest to the window?
- Right.
- So where is the window from you?
-- On right.
You can play this game like that. The teacher pronounces the words: "to the left", "to the right", "in front", "behind", and the children say which objects are in the named direction.
To carry out this game, children should not be seated in a circle, it is better to sit them on one side of the table, so that the objects in relation to them are located in the same way. In older groups, children can be seated in a circle. This complicates the solution of the game problem, but children successfully cope with the task, since they are already well oriented in space.

And then what?

The aim of the game. To consolidate the knowledge of children about the parts of the day, about the activities of children at different times of the day.
The course of the game. Children sit in a semicircle. The teacher explains the rules of the game: “Remember, we talked to you in class, what we do in kindergarten throughout the day? Now let's play and find out if you remember everything. We will talk in order about what we do in kindergarten from the very morning. Whoever makes a mistake will sit on the last chair, and everyone else will move. " You can enter such a game moment. The teacher sings a song: “I have a pebble. Whom to give? Whom to give? He will answer. "
The teacher begins: “We have come to kindergarten. Played on the site. And what happened then? " Gives a pebble to one of the players. “We did gymnastics,” the child replies. "And then?" (The teacher passes the pebble to another child.) Etc.
The game continues until the children call the last one - going home.
Note. It is advisable to use a pebble in such games, since it is not the one who wants to answer, but the one who gets the pebble. This forces all children to be attentive and ready to respond.
The game is held at the end of the year.

When does this happen?

The aim of the game. Clarify and deepen children's knowledge of the seasons.
The course of the game. The teacher asks the children if they know when they pick vegetables, fruits, when there are many yellow leaves, etc. The children's answers show to what extent they relate certain phenomena and human labor to the season. “And now I will name the season, and you will answer what happens at this time and what people do. For example, I say: "Spring" - and put a pebble in Vova, Vova will quickly remember and say what happens in spring. For example: "Snow melts in the spring." Then he will give the pebble to the one sitting next to him and he will remember something else about spring. " When all the children learn the rules, you can start the game. If someone cannot answer, the teacher helps him with questions.

What is wide (long, high, low, narrow)?

The aim of the game. Clarify children's ideas about the size of objects, teach how to classify objects according to a certain criterion (size, color, shape), develop quick thinking.
The course of the game. Children sit in a circle. The teacher says: “Children, the objects that surround us, are of different sizes: large, small, long, short, low, high, narrow, wide. We have seen many objects of different sizes in the classroom and on walks. Now I will name one word, and you will list what objects can be called with this one word. " In the hands of the teacher is a pebble. He gives it to the child who should answer.
- Long, - says the teacher and gives a pebble
sitting next to him.
- The road, - he answers and passes the pebble to his neighbor.
“Dress, rope, day, fur coat,” the children recall.
- Wide, - the teacher offers the following
word.
Children name: road, street, river, tape, etc.
This game is carried out with children at the end of the year, when they have learned about the size of objects.
The game is also carried out in order to improve the ability of children to classify objects by color, shape. The teacher says:
- Red.
Children take turns answering: a flag, a ball, a berry, an asterisk, etc. Or:
- Round.
Children answer: ball, sun, apple, wheel, etc. Those children who named more words should be praised.

RUSSIAN FOLK GAME "MOUSE".

Tasks: To develop children's attention, the ability to distinguish colors and act on a sound signal. Exercise while running.

Children stand in a circle with their palms joined in front of them with a boat. Two drivers are in a circle. The first driver (at the teacher's choice) closes his eyes, and the second, who got the "mouse", squeezes it between his palms and bypasses the players. He inserts his palms into the palms of the children in a circle. Unnoticed by the other players, he shifts the "mouse" and stands in the center of the circle next to the first driver who opened his eyes. The command “Run!” Sounds. The first driver and the player who has a "mouse" run to a predetermined place and return, trying to take the player's free place in the circle. The child who did not have time to come running first becomes the second driver, passing the mouse. The game is repeated several times.

Rules: You can’t peep! You need to run only after the sound signal strictly to a certain place, touching it with your hand.

HARES AND WOLF.

Tasks: To develop in children the ability to perform movements on a signal, to exercise in running, jumping on both legs, squatting, catching.

Description: One of the players is a wolf, the rest are hares. On one side of the site, hares mark their burrows, where they are at the beginning of the game. The wolf is at the opposite end of the site - in the ravine. Educator: "Bunnies jump, gallop - gallop - gallop,

On the green, on the meadow.

They pinch the weed, listen,

Isn't there a wolf! " Hares jump out of their burrows and scatter around the site. They jump on 2 legs, sit down, nibble the grass and look around in search of a wolf.

Educator: "Wolf!"

The wolf comes out of the ravine and runs after the hares, trying to catch them, touch them. Hares return to burrows, where the wolf can no longer overtake them. The wolf takes the caught hares into the ravine. After the wolf has caught 2-3 hares, another wolf is chosen.

Rules: Hares run out at the words "Bunnies are jumping ..."

You can return to your seats only after the word "Wolf!"

The options are: You cannot catch those hares to which the mother hare gave its paw. You can put cubes on the way - stumps, hares run around them. You can choose 2 wolves. Wolves can jump over an obstacle - a stream.

THE BEAR IS IN THE BORA.

Tasks: To develop in children endurance, the ability to perform movements on a signal, the skill of collective movement. Exercise in a running direction.

Description: The edge of the forest is defined on one side of the site. Beyond the line is a bear den. On the opposite side is the children's house. The teacher chooses the driver - the bear, the rest of the children - in the house. Educator: "Go for a walk!" Children go to the edge of the forest, imitating picking berries and mushrooms, with the words: “The bear has mushrooms in the forest, I take berries.

And the bear does not sleep

Everyone is looking at us

And then it will growl and run after us! "

After these words, the bear growls menacingly and runs after the children. Children try to return home. The bear is trying to catch them. The caught ones are taken to his den. After 2-3 caught, a new bear is selected.

Rules: The bear has the right to get up and catch, and those who are playing - to run away home only after the word “growl!”.

The bear cannot catch children behind the line of the house.

The options are: You can enter 2 bears. You can put obstacles in the way.

THROUGH THE STREAM.

Tasks: To develop dexterity in children, exercise in balance, in jumping on both legs.

Description: All the players sit on chairs, 2 cords are placed 6 steps away from them, the distance between them is 2 meters - this is a trickle. Children should cross over pebbles or planks to the other side without getting their feet wet. The pebbles should be in the stream so that children can jump with both feet from one pebble to another. At the signal "Let's go!" 5 children are moving over a stream. The one who has stumbled, steps aside - “dry shoes”. All children must cross the stream.

Rules: The loser is the one who stepped into the trickle - “soaked your shoes”. You can start the crossing only at the signal "Let's go!"

Options: You can increase the distance between the cords, go around objects, moving to the other side. You can jump on one leg.

SHARE THE SUBJECT.

Tasks: Teach children to act on a signal. Develop dexterity, endurance, eye.

Content: Children stand in a circle. Each child has a cube (or other object) at their feet. The educator, or the driver, the child, is in the circle and tries to take the cube from one or the other child. The player, to whom the driver approaches, crouches and closes the cube with his hands and does not allow him to touch. At first, the driver does not take the cubes from the children, but only pretends. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily out of play.

Rules: You can only squat down to your subject when the driver is approaching.

The options are: Subsequently, the role of the driver can be offered to the most active and dexterous children. You can not cover the object with your hands, but stand up, holding the object in your hand. After the driver turns away, put the object in place.

CAT AND MOUSE.

Tasks: To develop in children the ability to act on a signal, to maintain the shape of a circle. Exercise while running.

Description: All the players, except for the 2 chosen by the teacher according to the counting, stand in a circle, at arm's length, holding hands. The circle does not close in one place - this is the gate. The two selected, being around the circle, represent a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows her, trying to catch her. The mouse runs into the circle through the gate and crawls under the hands of those in the circle. The cat is only at the gate. Children go in circles and say:

“Vaska is gray, his tail is fluffy - white. Vaska is walking - a cat.

He sits down, washes himself, wipes himself with a paw, sings songs.

The house will quietly go around, Vaska, the cat, will lurk.

Waiting for gray mice. "

After the words, the cat begins to catch the mouse.

Rules: Those standing in a circle should not let the cat pass under their arms. The cat can catch the mouse in a circle and in a circle. The cat can catch, and the mouse can only run away after the word "waiting".

The options are: You can arrange additional gates, enter 2 mice, increase the number of cats.

MOUSETRAP.

Tasks: Develop speed, dexterity, attention. Learn to coordinate words with game actions.

Their passion was simply divorced.

They gnawed everything, everyone ate,

They climb everywhere - here's the attack. "

Children stop and raise their clasped hands up. Mice run into the trap and immediately run out from the other side. After the words:

“Let's build a mousetrap

Let's catch everyone that hour ",

children lower their arms and squat. Mice that do not have time to run out are considered caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups change places.

Rules: Children depicting a mousetrap stand with their hands up, mice should run into and out of the circle without stopping.

Middle Group Running
Card number 1 Outdoor game COLORED CARS

Tasks: To develop children's attention, the ability to distinguish colors, to act on a visual signal. Exercise children in running, walking.
Description: Children sit along the wall, they are cars. Each is given a flag of some color. The teacher stands facing the players, in the center. In the hand - 3 colored flags, according to the colors of the traffic light. Raises a flag, children with a flag of this color run around the site in any direction, they hum as they go, imitating a car. When the teacher lowers the flag, the children stop, and at the signal "Cars are returning!" - walk to their garage. Then the teacher raises a flag of a different color, but can raise both 2 and all 3 flags together, then all the cars leave the garage.
Rules: You can leave the garages only at the signal of the teacher, return to the garage at the signal too. If the checkbox is unchecked, vehicles will not move.
Options: Lay out landmarks of different colors in the corners. At the signal "Cars are leaving", at this time, swap the landmarks. Invite children to remember different brands of cars.

Middle Group Running
Card number 2 Outdoor game AIRCRAFT

Tasks: To develop children's orientation in space, to consolidate the skill of building in a column. Exercise while running.
Description: Children are built in 3-4 columns in different places of the site, which are marked with flags. The players represent pilots on airplanes. They are preparing to fly. At the signal of the teacher "Get ready for the flight!" children circle with their arms bent at the elbows - start the engine. "Fly!" - says the teacher. Children raise their arms to the sides and fly scatteringly, in different directions. At the signal of the teacher "Landing!" - planes find their places and land, line up in columns and go down on one knee. The teacher notes which column was built first.
Rules: Players must fly out after the teacher's signal “Fly!”.
At the signal of the teacher "Landing!" - the players must return to their columns, to the places where their sign is laid out (the flag is checked).
Options: While the planes are flying, swap the flags, carry them to the opposite side. Change the leaders in the columns.

Middle Group Running
Card number 3 Outdoor game THE BEAR IN THE BORA

Tasks: To develop in children endurance, the ability to perform movements on a signal, the skill of collective movement. Exercise in a run in a certain direction, with dodging, develop speech.
Description: A line is drawn on one side of the site - this is the edge of the forest. Behind the line, at a distance of 2-3 steps, a place for a bear is outlined. On the opposite side is the children's house. The teacher appoints the bear, the rest of the children - at home. The teacher says: "Go for a walk!". Children go to the edge of the forest, picking berries, mushrooms, imitating movements and chorus saying: “I’m taking berries from a bear, I take berries from a bear. And the bear sits and growls at us. " The bear sits in its place at this time. When the players say "Growls!" the bear gets up, the children run home. The bear tries to catch them - to touch them. The bear takes the caught to itself. After 2-3 caught, a new bear is selected.
Rules: A bear has the right to get up and catch, and those who are playing have the right to run away home only after the word “growls!” A bear cannot catch children behind the line of the house.
Options: Introduce 2 bears. Put obstacles in the way.

Middle Group Running
Card number 4 Outdoor game HORSE

Tasks: To develop in children the ability to act on a signal, coordinate movements with each other, exercise in running, walking.
Description: Children are divided into 2 equal groups. One group depicts grooms, the other - horses. A stable is drawn on one side. On the other - a room for grooms, a meadow between them. The teacher says: "Grooms, get up quickly, harness the horses!" Grooms with reins in their hands, run to the stable and harness the horses. When all horses are harnessed, they line up one after the other and, as instructed by the teacher, walk or run. According to the teacher's words, "We've arrived!" the grooms stop the horses. The teacher says "Go to rest!" The grooms unharness the horses and let them graze in the meadow. They themselves return to their places to rest. Horses calmly walk around the site, graze, nibble the grass. At the signal of the teacher "Grooms, harness the horses!" the groom catches his horse, which is running away from him. When all the horses are caught and harnessed, everyone line up one after the other. After 2-3 repetitions, the teacher says: "Take the horses to the stable!" The grooms take the horses to the stable, unharness them and give the reins to the teacher
Rules: The players change their movements at the signal of the teacher. At the signal "Go to rest" - the grooms return to their places.

Middle Group Running
Card number 5 Outdoor game FIND YOUR COUPLE

Tasks: To develop in children the ability to perform movements on a signal, by the way, quickly builds up in pairs. Exercise in running, color recognition. Develop initiative, ingenuity.
Description: The players are standing along the wall. The teacher gives each of them one flag. At the signal of the teacher, the children scatter around the playground. By another signal, or by the word “Find yourself a mate!”, Children with flags of the same color find a mate for themselves, each pair, using the flags, makes one or another figure. An odd number of children participate in the game, 1 must be left without a pair. The players say: "Vanya, Vanya - don't yawn, choose a couple quickly!" Rules:
The players form pairs and scatter at the signal (word) of the teacher.
Players must have a pair each time.
Options: Use handkerchiefs instead of flags. To prevent children from running in pairs, introduce a limiter - a narrow path, jump over a stream.

Middle Group Running
Card number 6 Outdoor game BIRDS AND CAT

Objectives: To develop determination in children, to exercise in dodging running.
Description: A circle is drawn on the ground or a cord with tied ends is placed. The teacher chooses a trap that stands in the center of the circle. It's a cat. The rest - birds, are located around the circle. The cat is asleep, the birds fly into the circle for grains. The cat wakes up, sees the birds and catches them. All the birds fly out of the circle. Anyone touched by a cat is considered caught and goes to the middle of the circle. When 2-3 birds are caught, a new cat is chosen.
Rules:
The cat catches birds only in a circle.
The cat can touch the birds, but not grab them.
Options: If the cat cannot catch anyone for a long time, add another cat.

Middle Group Running
Card number 7 Outdoor game WHERE CALLED

Objectives: To develop hearing, attention and endurance in children.
Description: Children sit in a circle or along a wall. One of those playing as instructed by the teacher stands in the center of the circle or in front of the seated ones. At the signal of the teacher, he closes his eyes. The teacher gives one of the children a bell and offers to call. The child, who is in the center of the circle, should, without opening his eyes, indicate with his hand the direction from which the sound is coming. If he points correctly, the teacher says “It's time!”, The player opens his eyes. And the one who called - picks up and shows the call. If the driver is mistaken, he closes his eyes again and guesses again. Then the teacher appoints another driver.
Rules:
The driver opens his eyes only after the teacher's words "It's time!"
Options: Promote the driver; instead of a bell, enter a pipe or other musical instrument.

Middle Group Running
Card number 8 Outdoor game Homeless hare


Description: hoops are arranged in a circle on the floor according to the number of children. Children stand each in their own hoop-house. At the sound of a tambourine, children come out of the hoops and run in a circle one after another (at this time, one hoop is removed). As soon as the tambourine stops talking, the children should take an empty house. Those who lacked the hoop are eliminated from the game. After 3-4 hoops have been removed, the game is repeated.
Rules: you need to act only on a signal. Run calmly, keep distance.
Options: Remove multiple hoops at a time.

Middle group Run
Card number 9 Outdoor game LOVISHKI

Tasks: develop dexterity, speed.
Description: With the help of a counting board, a trap is selected. He becomes in the center. The teacher says: "One, two, three - catch!" Children stand to one side. At the signal, the children run across to the other side, dodge the trap, which is trying to catch up with one of the players and touch him with his hand. Caught becomes a trap. At the end of the game, they say which trap is the most agile.
Rules: The driver is chosen, he is also a trap, children run away;
The options are: In order for children to better navigate, the trap can be given some kind of distinctive sign - tie a ribbon on the hand, pin a bow, put on a hat with a sultan, etc. another driver.

Middle group Run
Card number 10 Outdoor play CAT AND MOUSE

Tasks: To develop in children the ability to quickly act on a signal, walk, keeping the shape of a circle. Exercise in running with catch.
Description: All players, except 2, stand in a circle, at arm's length, and join hands. The circle does not close in one place. This passage is called a gate. Two players, are behind a circle, depict a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows her, trying to catch her. The mouse can run into a circle through the gate and crawl under the arms of those standing in a circle. The cat is only at the gate. Children walk in a circle and say: “Vaska is gray, his tail is fluffy - white. Vaska the cat is walking. He sits down, washes himself, wipes himself with a paw, sings songs. The house will quietly go around, Vaska the cat will lurk. Waiting for gray mice. " After the words, the cat begins to catch the mouse.
Rules:
Those standing in a circle should not let the cat pass under the clasped hands.
The cat can catch the mouse in a circle and in a circle.
The cat can catch, and the mouse can run away after the word "waiting".
Options: Arrange additional gates, enter 2 mice, increase the number of cats.

Middle Group Jumping
Card number 11 Outdoor play BUNNY GRAY WASHED

Objectives: Exercise jumping on two legs with forward movement. Learn to correlate actions with words.
Description: Everyone stands in a circle, a bunny is selected, he stands in the center of the circle. Children forming a circle say:
Bunny gray washes,
Apparently going to visit.
I washed my nose, washed my tail,
I washed my ear, wiped it dry.
the bunny makes all the movements corresponding to the text. Then he jumps on two legs, moving (going to visit) to someone standing in the circle. He takes the place of the bunny.
Rules: In accordance with the text of the poem, children perform movements, jump on two legs, moving forward - "heading for a visit."

Middle Group Jumping
Card number 12 Outdoor play HARES AND WOLF

Tasks: To develop in children the ability to perform movements on a signal, to exercise in running, jumping on both legs, squatting, catching.
Description: One of the players is designated as a wolf, the rest represent hares. On one side of the site, hares mark their places with cones, pebbles, from which they lay out circles or squares. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “Bunnies jump, gallop - gallop - gallop, to the green to the meadow. They pinch the weed, listen to see if the wolf is coming. " Hares jump out of the circles and scatter around the site. They jump on 2 legs, sit down, nibble the grass and look around in search of a wolf. The teacher says the word "Wolf", the wolf comes out of the ravine and runs after the hares, trying to catch them, touch them. Hares run away each to their place, where the wolf can no longer overtake them. The wolf takes the caught hares into the ravine. After the wolf has caught 2-3 hares, another wolf is selected.
Rules: Hares run out at the words - hares jump.
You can return to your seats only after the word "Wolf".
Variants: You cannot catch those hares to which the mother hare gave its paw. On the way to put cubes - stumps, hares run around them. Pick 2 wolves.

Middle group Crawling
Card number 13 Outdoor play THE SHEPHERD AND THE HERD

Tasks: Consolidation of the ability to play by the rules of the game. Exercise crawling on all fours in the hall.
Description: They choose a shepherd, give him a horn and a whip. Children represent a herd (cows, calves, sheep). The teacher says the words:
Early early in the morning
And the cows fit him
Shepherd boy: "Tu-ru-ru-ru."
Dragged on: "Mu-mu-mu."
Children perform actions under the words, then the shepherd drives the flock into the field (on the agreed lawn), everyone roams around it. After a while, the shepherd snaps his whip, drives the flock home.

Middle Group Jumping
Card number 14 Outdoor game FOX IN THE CHICKENHOUSE

Tasks: To develop in children the dexterity and ability to perform movement on a signal, to exercise in running with dodging, in catching, in climbing, jumping in depth.
Description: A chicken coop is drawn on one side of the site. In the hen house on the perch (on benches) chickens are located, children are on the benches. On the other side of the site is the fox's burrow. The rest of the place is a courtyard. One of the players is appointed as a fox, the rest of the chickens walk and run around the yard, pecking grains, flapping their wings. At the signal from the "Fox", the chickens run away into the hen house, climb to the roost, and the fox tries to drag off the hen, which did not have time to climb the roost. He takes her to his hole. The chickens jump off their roost and the game resumes.
Rules:
A fox can catch chickens, and chickens can only perch on a signal from the teacher "Fox!"
Options: Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.

Middle group Lasagne
Card number 15 Outdoor game KITTENS AND PUPPIES

Tasks: To develop in children the dexterity and ability to perform movement on a signal, in running, climbing.
Description: The game can be played in a room with a gymnastic wall, or on an area.
The players are divided into two groups. Children of one group represent kittens, others - puppies.
Kittens are near the gymnastic wall, puppies are on the other side of the room (in the booths behind the benches, behind the ladder placed on the edge)
The teacher invites the kittens to run around easily, gently. At the words of the teacher "PUPPY", the second group of children climb over the benches.
They run after the kittens on all fours and bark "av-av-av-av!"
Kittens meowing, quickly climb the gymnastic wall. The teacher is always there.
The puppies return to their houses and the game resumes.

Middle group Lasagne
Card number 16 Outdoor play FLIGHT OF BIRDS

Tasks: To develop a reaction to verbal signals. Exercise gymnastic ladder climbing.
Description:
Children stand at one end of the hall, they are birds. At the other end of the hall there is a tower (gymnastic wall). At the signal of the teacher: "The birds are flying away!" - the birds fly with their wings spread. At the signal "Tempest!" - birds fly to the tower - they hide from the storm in the trees (stairs). After the words: "The storm has stopped," the birds fly again.

Medium group Throwing, catching the ball
Card number 17 Outdoor game CLOSE - CAPTURE

Objectives: Exercise in throwing the ball with two hands from the bottom up and catching it.
Description: Children are free to sit in the room or on the playground, each holding a ball in his hands. At the signal of the teacher: "Start!" children throw the ball up and catch it. Everyone counts how many times they will be able to catch the ball and not drop it.
Rules: Children throw and catch balls, while others count or all stand in a circle, and one or two of the players go into the middle of the circle and toss the ball. Everyone is watching the correctness of the assignment.
Variants: You can include the following exercises: by throwing the ball up, wait until it hits the ground, and then catch it; hit the ball on the ground and catch it; toss the ball higher, clap your hands, catch the ball; toss the ball, quickly turn around and after the ball bounces off the ground, catch it.

Medium group Throwing the ball
Card number 18 Outdoor play BALL THROUGH THE NET

Objectives: To develop children's ability to compete. Exercise in throwing the ball over the net with both hands from below and from behind the head.
Description: At a distance of 1 m from the net on a line on both sides, groups of children stand opposite each other. At the signal of the teacher: "Start!" - the child throws the ball over the net to the child standing opposite. He, having caught the ball, throws it to the one standing next to it, etc. When the ball reaches the last player, the teacher notes what mistakes were made by the groups of players.
Variants: All children in one of the groups receive balls and throw them over to the opposite side.

Middle group Throwing
Card number 19 Outdoor play KILL KEGLU

Objectives: To develop in children the ability to roll the ball energetically to hit the pins.
Description: children stand behind the line, at a distance of 2-3 meters from which there is a pin in front of each participant. At the signal, children roll the balls with two hands and try to knock down the pins. The knocked-down pins are removed.
Rules: you need to act only on a signal. If the pins are not knocked down, try again from the previous position.
Options: Roll the ball to the target with one hand (right and left).
Kick the ball to the target.

Middle group Orientation in space, attention
Card number 20 Outdoor play FIND WHERE IS HIDDEN

Tasks: to develop in children endurance, observation, parity.
Description: children sit along the wall.
The teacher shows the children a flag and says that he will hide it.
Then the teacher invites the children to stand up and turn to the wall. After making sure that none of the children is looking, the teacher hides the flag, after which he says "it's time". Children start looking for the hidden flag.
Whoever finds it first hides it. Repeat the game 3-4 times.

Middle group Orientation in space
Card number 21 Outdoor play FIND AND SILENCE

Tasks: Learn to navigate in the hall. To bring up endurance, ingenuity.
Course of the game: The teacher shows the children an object, and after they have closed their eyes, he hides it. Then he offers to look, but not to take, but to tell in your ear where it is hidden.
Who found the first one and the leader in the next game
Material: Any item that can be hidden.

Middle Group Running
Card number 22 Russian folk game SWAN GEESE

Objectives: Exercise in dodging running.
Description: Game participants choose a wolf and a master, the rest - geese-swans. On one side of the site they draw a house where the owner and the geese live, on the other - a wolf lives under the mountain. The owner lets the geese go for a walk in the field and nibble on the green grass. Geese go quite far from home. After a while, the owner calls the geese. There is a roll call between the owner and the geese:
- Geese, geese! - Ha-ha-ha.
- Do you want to eat? - Yes Yes Yes.
- Geese-swans, go home! - Gray wolf under the mountain!
- What is he doing there? - Nibbles gray, little white hazel grouses
- Well, run home!
The geese run into the house, the wolf is trying 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: Geese must "fly" all over the site. The wolf can catch them only after the words: "Well, run home!"

Middle Group Running
Card number 23 Russian folk game WE ARE CHEERING GUYS

Tasks: Development of dexterity and coordination of movement, perform movements on a signal.
Description: The number of players (all children). Place - hall, playground. Before the game, draw two parallel lines - "houses". The driver becomes in the center, the rest of the players are located behind the line of one of the "houses". At the signal of the teacher, the children say:
We are funny guys
We love to run and play.
But try to catch up with us!
After the word "Catch up" the players run to the opposite "house". The driver tries to catch up with them and touch them with his hand. Children touched by the driver move to the side. Then the game is repeated. Drivers should be changed after 3-4 runs. Together with the change of drivers, they enter the game.
Rules: You can only run across after the words "Catch". You can't run back into the house. It is possible to catch the runners only to the opposite "house".

Middle group Running, throwing ball
Card number 24 Russian folk game BALL TO THE TOP

Tasks: To develop in children the ability to compete, to exercise in throwing the ball with two hands from bottom to top and to catch it, To teach to correlate actions with words.
Description: Children stand in a circle, the driver goes to its middle and throws the ball with the words: "Ball up!" The players at this time try to run away from the center of the circle as far as possible. The driver catches the ball and shouts: "Stop!" Everyone should stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The player who was hit by the driver becomes the driver. If the driver missed, then it remains for him again and the game continues.
Rules: The driver throws the ball as high as possible and only after the words: "Ball up!" The driver is allowed to catch the ball from one bounce off the ground. If someone playing after the words "Stop!" continued to move, then he must take three steps towards the driver. When running away from the driver, children should not hide behind buildings or trees.

Middle group Throwing
Card number 25 Outdoor play FALL A BAG IN A CIRCLE

Objectives: To develop in children the ability to act on a signal. Exercise in throwing with the right and left hand.
Description: Children are standing in a circle. In the center of the circle there is a circle made of rope, the ends of the rope are tied, a circle can be drawn. The diameter of the circle is 2 meters. Children are 1-2 steps away from the circle. In the hands of the bags of sand. According to the teacher's word "Drop it!", Everyone throws their bags in a circle. "Pick up the bags!" - says the teacher. Children pick up the bags, stand in place. The teacher notes whose bag did not fall into the circle, the game continues. Children throw with the other hand.
Rules: Throw the bag according to the teacher's word "Throw it!"
Raise at the signal "Raise!"
Options: Throw cones instead of bags; divide the children into subgroups, each throwing into its own circle; increase the distance.

Middle Group Running
Card no. 26 Outdoor play RABBITS

Tasks: To develop in children the ability to move in a team, to find their place on the site. Exercise in crawling, running, jumping on 2 legs.
Description: On one side of the site, circles are drawn - rabbit cages. Chairs are placed in front of them, hoops are vertically tied to them or a cord is pulled. A chair is placed on the opposite side - the watchman's house. Between the house and the rabbits' cages there is a meadow. The teacher divides the children into small groups of 3-4 people. Each group is drawn into a circle. "Rabbits are in cages!" - says the teacher. Children squat down - they are rabbits in cages. The teacher takes turns approaching the cages and releases the rabbits onto the grass. The rabbits crawl into the hoop and start running and jumping. The teacher says "Run to the cages!" The rabbits run home and return to their cage, crawling back into the hoop. Then the watchman releases them again.
Rules: Rabbits do not run out until the guard opens the cages. The rabbits return after the teacher's signal "Hurry to the cages!"
Options: Put a bench or a chair in each cage according to the number of rabbits.

MOVING GAMES FOR KIDS

MIDDLE PRESCHOOL AGE

Teaching in kindergarten "edited by

M.A. Vasilyeva, V.V. Stamp , T.S. Komarova, etc.)

FOX IN THE CHICKENHOUSE(middle group)

Tasks: To develop in children the dexterity and ability to perform movement on a signal, to exercise in running with dodging, in catching, in climbing, jumping in depth.

Description: A chicken coop is drawn on one side of the site. In the hen house on the perch (on benches) chickens are located, children are on the benches. On the other side of the site is the fox's burrow. The rest of the place is a courtyard. One of the players is appointed as a fox, the rest of the chickens walk and run around the yard, pecking grains, flapping their wings. At the signal from the "Fox", the chickens run away into the hen house, climb to the roost, and the fox tries to drag off the hen, which did not have time to climb the roost. He takes her to his hole. The chickens jump off their roost and the game resumes.

Rules:

A fox can catch chickens, and chickens can only perch on a signal from the teacher "Fox!"

Variants : Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.

HARES AND WOLF (middle group)

Tasks: To develop in children the ability to perform movements on a signal, to exercise in running, jumping on both legs, squatting, catching.

Description: One of the players is designated as a wolf, the rest represent hares. On one side of the site, hares mark their places with cones, pebbles, from which they lay out circles or squares. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “Bunnies jump, gallop - gallop - gallop, to the green to the meadow. They pinch the weed, listen to see if the wolf is coming. " Hares jump out of the circles and scatter around the site. They jump on 2 legs, sit down, nibble the grass and look around in search of a wolf. The teacher says the word "Wolf", the wolf comes out of the ravine and runs after the hares, trying to catch them, touch them. Hares run away each to their place, where the wolf can no longer overtake them. The wolf takes the caught hares into the ravine. After the wolf has caught 2-3 hares, another wolf is selected.

Rules:

Hares run out at the words - hares jump.

You can return to your seats only after the word "Wolf!"

Variants : You cannot catch those hares to which the mother hare gave its paw. On the way to put cubes - stumps, hares run around them. Pick 2 wolves. For a wolf to jump over an obstacle - a stream.

IN THE BEAR IN BORA (middle group)

Tasks: To develop in children endurance, the ability to perform movements on a signal, the skill of collective movement. Exercise in a run in a certain direction, with dodging, develop speech.

Description: A line is drawn on one side of the site - this is the edge of the forest. Behind the line, at a distance of 2-3 steps, a place for a bear is outlined. On the opposite side is the children's house. The teacher appoints the bear, the rest of the children - at home. The teacher says: "Go for a walk!". Children go to the edge of the forest, picking berries, mushrooms, imitating movements and chorus saying: “I’m taking berries from a bear, I take berries from a bear. And the bear sits and growls at us. " The bear sits in its place at this time. When the players say "Growls!" the bear gets up, the children run home. The bear tries to catch them - to touch them. The bear takes the caught to itself. After 2-3 caught, a new bear is selected.

Rules:

The bear has the right to get up and catch, and the players - to run away home only after the word “growls!”.

The bear cannot catch children behind the line of the house.

Variants : Introduce 2 bears. Put obstacles in the way.

BIRDS AND CAT (middle group)

Tasks: Develop determination in children, exercise in running with dodging.

Description: A circle is drawn on the ground or a cord with tied ends is placed. The teacher chooses a trap that stands in the center of the circle. It's a cat. The rest - birds, are located around the circle. The cat is asleep, the birds fly into the circle for grains. The cat wakes up, sees the birds and catches them. All the birds fly out of the circle. Anyone touched by a cat is considered caught and goes to the middle of the circle. When 2-3 birds are caught, a new cat is chosen.

Rules:

The cat catches birds only in a circle.

The cat can touch the birds, but not grab them.

Variants : If the cat cannot catch anyone for a long time, add another cat.

THROUGH THE STREAM (middle group)

Tasks: To develop dexterity in children, to exercise in jumping on both legs, in balance.

Description: Everyone who plays is sitting on chairs, 2 cords are placed 6 steps away from them, the distance between them is 2 meters - this is a trickle. Children should cross over the pebbles or planks to the other side without getting their feet wet. The boards are laid so that children can jump with both feet from one pebble to another. By the word "Let's go!" 5 children are moving over a stream. The one who has stumbled, steps aside - “dry shoes”. All children must cross the stream.

Rules:

The loser is the one who stepped into the trickle with his foot.

You can only move on a signal.

Variants : Increase the distance between the cords, go around objects, moving to the other side. Jump on one leg.

CAT AND MOUSE (middle group)

Tasks: To develop in children the ability to quickly act on a signal, walk, keeping the shape of a circle. Exercise in running with catch.

Description: All players, except 2, stand in a circle, at arm's length, and join hands. The circle does not close in one place. This passage is called a gate. Two players, are behind a circle, depict a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows her, trying to catch her. The mouse can run into a circle through the gate and crawl under the arms of those standing in a circle. The cat is only at the gate. Children walk in a circle and say: “Vaska is gray, his tail is fluffy - white. Vaska is walking - a cat. He sits down, washes himself, wipes himself with a paw, sings songs. The house will quietly go around, Vaska, the cat, will lurk. Waiting for gray mice. " After the words, the cat begins to catch the mouse.

Rules:

Those standing in a circle should not let the cat pass under the clasped hands.

The cat can catch the mouse in a circle and in a circle.

The cat can catch, and the mouse can run away after the word "waiting".

Variants : Arrange additional gates, introduce 2 mice, increase the number of cats.

HORSE (middle group)

Tasks: To develop in children the ability to act on a signal, coordinate movements with each other, exercise in running, walking.

Description: Children are divided into 2 equal groups. One group depicts grooms, the other - horses. A stable is drawn on one side. On the other - a room for grooms, a meadow between them. The teacher says: "Grooms, get up quickly, harness the horses!" Grooms with reins in their hands, run to the stable and harness the horses. When all horses are harnessed, they line up one after the other and, as instructed by the teacher, walk or run. According to the teacher's words, "We've arrived!" the grooms stop the horses. The teacher says "Go to rest!" The grooms unharness the horses and let them graze in the meadow. They themselves return to their places to rest. Horses calmly walk around the site, graze, nibble the grass. At the signal of the teacher "Grooms, harness the horses!" the groom catches his horse, which is running away from him. When all the horses are caught and harnessed, everyone line up one after the other. After 2-3 repetitions, the teacher says: "Take the horses to the stable!" The grooms take the horses to the stable, unharness them and give the reins to the teacher.

Rules:

The players change their movements at the signal of the teacher. At the signal "Go to rest" - the grooms return to their places.

Variants : Include walking on the bridge - a board laid horizontally or obliquely, suggest different purposes of the trip.

RABBITS (middle group)

Tasks: To develop in children the ability to move in a team, to find their place on the site. Exercise in crawling, running, jumping on 2 legs.

Description: On one side of the site, circles are drawn - rabbit cages. Chairs are placed in front of them, hoops are vertically tied to them or a cord is pulled. A chair is placed on the opposite side - the watchman's house. Between the house and the rabbits' cages there is a meadow. The teacher divides the children into small groups of 3-4 people. Each group is drawn into a circle. "Rabbits are in cages!" - says the teacher. Children squat down - they are rabbits in cages. The teacher takes turns approaching the cages and releases the rabbits onto the grass. The rabbits crawl into the hoop and start running and jumping. The teacher says "Run to the cages!" The rabbits run home and return to their cage, crawling back into the hoop. Then the watchman releases them again.

Rules:

The rabbits do not run out until the guard opens the cages.

The rabbits return after the teacher's signal "Hurry to the cages!"

Variants : Place a bench or a chair in each cage according to the number of rabbits.

WHERE CALLED (middle group)

Tasks: To develop hearing, attention and endurance in children.

Description: Children sit in a circle or along a wall. One of those playing as instructed by the teacher stands in the center of the circle or in front of the seated ones. At the signal of the teacher, he closes his eyes. The teacher gives one of the children a bell and offers to call. The child, who is in the center of the circle, should, without opening his eyes, indicate with his hand the direction from which the sound is coming. If he points correctly, the teacher says “It's time!”, The player opens his eyes. And the one who called - picks up and shows the call. If the driver is mistaken, he closes his eyes again and guesses again. Then the teacher appoints another driver.

Rules:

The driver opens his eyes only after the teacher's words "It's time!"

Variants : Promote the driver; instead of a bell, enter a pipe or other musical instrument.

FALL WITH A BAG IN A CIRCLE (middle group)

Tasks: To develop in children the ability to act on a signal. Exercise in throwing with the right and left hand.

Description: Children stand in a circle. In the center of the circle there is a circle made of rope, the ends of the rope are tied, a circle can be drawn. The diameter of the circle is 2 meters. Children are 1-2 steps away from the circle. In the hands of the bags of sand. According to the teacher's word "Drop it!", Everyone throws their bags in a circle. "Pick up the bags!" - says the teacher. Children pick up the bags, stand in place. The teacher notes whose bag did not fall into the circle, the game continues. Children throw with the other hand.

Rules:

You need to throw the bag according to the teacher's word "Throw it!"

Raise at the signal "Raise!"

Variants : Throw cones instead of bags; divide the children into subgroups, each throwing into its own circle; increase the distance.

Tasks: To develop in children the ability to act on a signal. Exercise in throwing to the distance with the right and left hand, in running, in color recognition.

Description: Children stand along the wall. Several children, named by the caregiver, stand in one line in front of the rope laid on the floor. Children receive pouches in 3 different colors. According to the teacher's word "Throw it!" children throw the bag into the distance. The teacher draws the attention of the children to the one whose bag fell further and says: "Lift the bags!". Children run after their bags, pick them up and sit down. The teacher names other children who take the place of those who dropped the bags. The game ends when all the children have dropped the bags.

Rules:

It is possible to throw and pick up the bags only at the word of the teacher.

Variants : Set benchmarks - who is next. Throw cones, balls, spears.

AIRCRAFT (middle group)

Tasks: To develop children's orientation in space, to consolidate the skill of building in a column. Exercise while running.

Description: Children are built in 3-4 columns in different places of the site, which are marked with flags. The players represent pilots on airplanes. They are preparing to fly. At the signal of the teacher "Get ready for the flight!" children circle with their arms bent at the elbows - start the engine. "Fly!" - says the teacher. Children raise their arms to the sides and fly scatteringly, in different directions. At the signal of the teacher "Landing!" - planes find their places and land, line up in columns and go down on one knee. The teacher notes which column was built first.

Rules:

The players should fly out after the teacher's signal “Fly!”.

At the signal of the teacher "Landing!" - the players must return to their columns, to the places where their sign is laid out (the flag is checked).

Variants : While the planes are flying, swap the flags, take them to the opposite side. Change the leaders in the columns.

FIND YOURSELF COUPLE (middle group)

Tasks: To develop in children the ability to perform movements on a signal, by the way, quickly builds up in pairs. Exercise in running, color recognition. Develop initiative, ingenuity.

Description: The players stand along the wall. The teacher gives each of them one flag. At the signal of the teacher, the children scatter around the playground. By another signal, or by the word “Find yourself a mate!”, Children with flags of the same color find a mate for themselves, each pair, using the flags, makes one or another figure. An odd number of children participate in the game, 1 must be left without a pair. The players say: "Vanya, Vanya - don't yawn, choose a couple quickly!"

Rules:

The players form pairs and scatter at the signal (word) of the teacher.

Players must have a pair each time.

Variants : Use handkerchiefs instead of flags. To prevent children from running in pairs, introduce a limiter - a narrow path, jump over a stream.

COLORED CARS (middle group)

Tasks: To develop in children ATTENTION, ABILITY TO DISTINCT COLORS AND ACTION ON THE VISUAL SIGNAL. Exercise children in running, walking.

Description: Children sit along the wall, they are cars. Each is given a flag of some color. The teacher stands facing the players, in the center. In the hand - 3 colored flags, according to the colors of the traffic light. Raises a flag, children with a flag of this color run around the site in any direction, they hum as they go, imitating a car. When the teacher lowers the flag, the children stop, and at the signal "Cars are returning!" - walk to their garage. Then the teacher raises a flag of a different color, but can raise both 2 and all 3 flags together, then all the cars leave the garage.

Rules:

You can leave the garages only at the signal of the educator, and return to the garage at the signal too.

If the checkbox is unchecked, vehicles will not move.

Variants : Lay out landmarks of different colors in the corners. At the signal "Cars are leaving", at this time, swap the landmarks. Invite children to remember different brands of cars.

LOKHMATY PES (middle group)

Tasks: Teach children to listen to text and respond quickly to a signal.

Description: The child pretends to be a dog, he sits on a chair at one end of the site, and pretends to be asleep. The rest of the children are at the other end of the room, beyond the line - this is the house. They quietly approach the dog, the teacher says: “Here is a shaggy dog ​​with his nose buried in his paws. Quietly, quietly, he lies - half asleep, half asleep. Let's go up to him, wake him up, and see - what will happen? " The dog wakes up, gets up and starts barking. Children run into the house (go beyond the line). The role is transferred to another child. The game repeats itself.

Variants : Place an obstacle - benches in the path of children; in the path of the dog.