Game of who is the fastest. The fastest

Game “The Most”

Target:

Creating conditions for the development of children's creative and intellectual abilities

Tasks:

1. Create conditions for maximum comfort in the relationships between children;

2. Promote the development of creative abilities among game participants (creating success for participants through the child’s presentation of his achievements and talents)

3. Expanding the child's range of abilities

4. Create conditions for creative space and satisfaction of children's interests by involving them in play.

Progress of the game:

HOST

Today is our “record day.” This means that record holders are hiding among us, you just need to look hard for them.

Guys, what does the word “record” mean?

(Translated from English, the word “record” means the highest indicator achieved in any field. This could be an achievement in science, art, sports...)

Hugh Beaver, originally from Ireland. And the book is his brainchild. He created it more than 45 years ago, when he managed the Guinness company, he came up with a very interesting idea: to record all the achievements of people in one book called the Guinness Book of Records. By opening it you can read who is the fastest, the most dexterous, strongest, tallest, most, most...

HOST

. And today the book is republished every year, the “Guinness Book of Records – 2014” is already on sale, people who want to become record holders in the new 2014 are already racking their brains over new records, or improving their previous records, or improving the results of other people’s records.The Guinness Book of Records celebrates its anniversary - one of the most famous publications in the world is 55 years old. HOST:

There are also a lot of children in our orphanage who will become record holders, and today we will try to write our own book of records. Want to? But for this I need your attention, patience and of course discipline.

And so we begin our “Guinness Show” the most, most...

We need an expert commission, let's appoint the most honest and fair ones to it...

After each competition, the expert commission awards a certificate to the winner.

1. COMPETITION “THE SMALLEST”

I invite one of the smallest members from the squad (a girl or a boy) to the stage. Presentation of the certificate.

2 COMPETITION “MOST ATTENTIVE”

I invite to the stage one of the most attentive participants from the squad (a girl or a boy

Listen to the rules of the game. Stand up straight and lower your arms. I will alternately name two birds: the raven and the sparrow. For the word “crow” you raise your hands up, but for the word “sparrow” you need to lower your hands. Whoever makes a mistake is eliminated from the game. Presentation of the certificate.

3 COMPETITION “LONGEST BRAID”

This competition is especially for our girls. Let's see who has the longest braid. (All girls with long hair)

4 COMPETITION “MOST ERUDIOUS”

I invite to the stage one of the most erudite participants from the squad (a girl or a boy)

The main task of this competition is to answer the quiz questions, but one mistake and you drop out of the competition, the most erudite remains.

1.Talking bird (parrot)

2.They hammer nails with it. (hammer)

3. Food is stored in it (cold)

4.Fairy-tale hero baked from flour. (gingerbread man)

5. It is placed under the head. (pillow)

6. Five letter day of the week. (Wednesday)

7. White mushroom. (boletus)

8. A song about a creature that every mongrel knows. (Cheburashka)

Presentation of the certificate.

5 COMPETITION “MOST POLITE”

I invite one of the most attentive participants from the squad (a girl or a boy) to the stage.

You need to take turns calling the magic words, the last one to name the magic word will be the winner.

Presentation of the certificate.

6 COMPETITION “THE HIGHEST”

I invite one tallest participant from the squad (a girl or a boy) to the stage to present a certificate.

7 COMPETITION “THE MOST DEXTERATE”

I invite one of the most dexterous participants from the squad (a girl or a boy) to the stage. You are given a balloon, and your task is to keep your balloon in the air for as long as possible by blowing on it. Presentation of the certificate.

8 COMPETITION “MOST ARTISTIC”

I invite one of the most artistic members of the squad (a girl or a boy) to the stage.

1. Depict with facial expressions and sounds:

Anxious cat

Sad penguin

funny bunny

Angry pig

A car that won't start

8 COMPETITION "Energizer Girl"

Now we find out the name of the girl who can jump rope the longest.

Presentation of the certificate.

9th competition “Chocolate Bunny”

I invite the tanned guys.

Presentation of the certificate.

10. Competition "Sea Wolf"

The presenter gives each participant a piece of toilet paper. All you need to do is tie as many knots as possible on this piece of paper in 1 minute without tearing it. Let's support our participants with loud applause. Let's start!

Presentation of the certificate.

11. COMPETITION "Frau Claw"

I invite girls who have long nails. (We measure the length and choose the winner)

Presentation of the certificate.

12. Competition “The Strongest”

I invite one strongest participant from the squad (a girl or a boy) to the stage.

You have to inflate the balloons. Whoever's balloon bursts the fastest will be the strongest.

HOST:

So our game has come to an end, today you and I created our own “Book of Records, the very best,” and despite the fact that you so actively competed with each other for victory, we all saw that you are the most friendly guys.

MOST

ATTENTIVE

MOST

SMALL

Outdoor game “Changing Places”

The number of players is 16-20 people.

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

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

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

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

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

Outdoor game "Third wheel"

Number of players - 16 -20 people

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

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

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

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

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

Outdoor game “Hare Hunting”

Number of players:- 16-24 people

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

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

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

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

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

Outdoor game "Snipers"

Number of players 14-16 people

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

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

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

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

Outdoor game “Defense of fortifications”

Number of players - 12-15 people

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

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

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

Option. Playing with feet.

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

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

Outdoor game “Passing balls in a circle”

Number of players - 16 -20 people

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

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

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

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

Outdoor game “Football through the benches”

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

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

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

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

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

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

Outdoor game “Ball for the captain”

Number of players- 10 - 16 people

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

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

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

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

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

Number of players - 8-16 people

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

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

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

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

Pedagogical purpose. The game helps to improve the skills of a strong blow, movement techniques, develops special strength, speed, ingenuity and teamwork.

Outdoor game "Wolf in the Moat"

Number of players - 12 -16 or more people

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

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

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

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

Outdoor game “Who is faster?”

Number of players - 12-14 people

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

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

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

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

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

Outdoor game "Forward threes"

Number of players - 11-14 people.

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

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

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

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

Outdoor game “Faster to the flag”

Number of players -12-16 people.

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

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

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

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

Outdoor game “The Most Accurate”

Number of players - 1-12 people.

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

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

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

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

Outdoor game “Ball Hunters”

Number of players: 12 - 16 people.

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

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

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

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

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

Outdoor game “Catchers of a player without a ball”

Number of players - 12 - 16 people.

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

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

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

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

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

Games for developing speed and strength qualities

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

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

Games to develop strength

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

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

Games for developing speed skills

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

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

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

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

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

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

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

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

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

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

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ACTIVE GAMES WITH FITNESS BALLS

HARES AND WOLF

The balls are scattered scattered around the hall. Children - “hares” jump on two legs around the hall, while the teacher says the following words: Hares jump: hop, skip, skip On to the green meadow, They pinch the grass, eat, They listen carefully: Is a wolf coming?

The teacher shouts: “Wolf!” All the hares must quickly hide behind their ball house.

BARMALEY AND DOLLS

The villain Barmaley wants to catch many dolls for his theater. All children - “dolls” live in their own houses (they sit on their balls). Barmaley walks between the houses. The dolls tease Barmaley and run from house to house saying:

We are funny guys

We love to run and play.

Well, try to catch us.

Barmaley's task is to catch the mischievous dolls.

DRAGON BITES TAIL

Children stand one after another and hold tightly to the child in front. In the hands of the first child the ball is the “head of the dragon”, the last child is the “tail”. The “head” must catch its “tail” by touching it with the ball. It is important that the “dragon’s body” does not burst. The game is much more interesting if two teams participate in it, that is, “two dragons.”

FIND YOUR BALL

Two teams play: one sits on the balls, the other stands behind her. At a signal, sitting children stand up, take 6-8 steps from the ball with their eyes closed, and turn 3 times around their axis. At this time, the standing children pass the balls from hand to hand among themselves. At the signal “Stop!” the children of the first team open their eyes and try to find their ball and sit on it as quickly as possible.



PENGUINS ON AN ICE FLOE

Penguin children run freely around the hall. Ice balls are scattered in random order on the floor. A driving child “hunter” is trying to catch the “penguins” and stain them. If the “penguin” has climbed onto the “ice floe”, that is, sits on the ball without touching the floor with its feet, it is not allowed to catch it.

DON'T MISS THE BALL

Children stand in a circle, holding their shoulders with their hands, forming a blank wall. In the center of this circle is the driver with the ball. The driver's task is to knock the ball out of the circle.

At these words, all the “mosquitoes” should sit on their balls. Another “frog” child jumps out from behind his mound and tries to catch the “mosquitoes.”

DUCKS AND DOG

The game is played as the previous one. Children, imitating ducks, approach the “dog”, which is lying in its kennel. The teacher says with the children: You, little dog, don’t bark, don’t scare our ducks. Our white ducks are already timid.

At the same time, the naughty “dog” jumps out and catches up with the ducks, who run away to their balls and sit on them.

CLOUDS AND SUN

The teacher chooses a “sun” ball, and all the others choose “cloud” balls. The game is of average mobility, takes place at a calm pace. All the children calmly walk around the hall and roll balls in front of them. The teacher says the following words: “Clouds walked across the sky, catching the red sun.” The children answer in chorus: “And we will catch the sun, and we will catch the red one.”

“Sunny” stops and says: “I’m not afraid of clouds!” I’ll dodge the gray ones!” After these words, the “sun” tries to “roll over the horizon” with his ball; the “clouds” must knock down the “sun” with their balls and not allow him to hide.

DUCKS AND HUNTER

Two stripes on the floor indicate “lake” on one side and “reeds” on the other. A hunter is sitting in the reeds. Children-"ducks" in a position on all fours push the ball with their heads to the "reeds". The teacher says the following words:

Come on, ducks,

Who's faster

Will it swim to the reeds?

The most dexterous

For victory

Sweets will be given for lunch.

After the presenter says all the words, the “hunter” can shoot down the “ducks” with his ball. The “duck” that safely reached the “reeds” is awarded.

FOX AND JERBOAS

One “fox” child is selected, whose task is to catch all the other “jerboa” children. The teacher announces: “Day!”, and then all the “jerboas” jump on their balls throughout the hall, wherever they want. As soon as the command “Night!” sounds - all the “jerboas” freeze, taking the position in which the team found them. The "fox" can eat anyone who moves.

HORSE, DONKEY AND HORSESHOE

Children sit on their balls and sway to the rhythm of the words. The first two lines, the leader walks in a circle, and at the word “leg” he touches the nearest child, who will be the “donkey”. In response to the remaining words, the “donkey” jumps behind the children’s backs, holding a “horseshoe” ball above its head. With the last word, the “donkey” stops between two players who are running behind the backs of the children, who will grab the horseshoe faster.

With a ringing horseshoe

Shoed the leg.

Ran out with new clothes

Donkey on the path.

New horseshoe

struck loudly

And your horseshoe

Lost it somewhere.

HERON AND FROGS

A long rope in the middle of the hall marks a swamp. A “heron” lives in it. Other children in the group - “frogs” - jump on balls in the swamp and say:

We are funny frogs

We are green frogs

We croak loudly in the morning:

Kva-kva-kva,

Yes qua, qua, qua!

The “frogs” stop, freeze and listen carefully to the words of the heron, who walks around the swamp, raising her legs high, and says: After these words, the “heron” must call on the frogs.

I'm walking through the swamp

And I grab frogs.

I swallow them whole.

Here they are, frogs,

Green frogs.

Watch out, I'm coming

I'll catch you all.

GUESS WHO'S SITTING ON THE BALL

Children stand in a circle. The leader with his eyes closed is in the center of the circle. The players roll the ball behind their backs, while counting to ten. The child who received the ball on the count of ten quickly sits on it. The host tries to guess by the shape of his hands and voice who is sitting on the ball. Leading. Come on, show me your hands, tell me, do you have the ball?

HAVE TIME TO TRANSFER

Children stand in a circle and, on command, begin to pass the ball from hand to hand. On the command “Stop!” the ball stops on any two players. The rest of the children shout in unison: “One, two, three - run!” One child runs to the right behind the circle of players, the other to the left; The winner is the one who returns to the ball faster.

FAST CATERPILLAR

Two teams of children play. Each team is a “caterpillar”, where all participants are connected to each other using balls, which they hold together with their torsos. On the command of who gets to the finish line faster, the children begin to move the caterpillar. The fastest team that doesn't break the track or drop the ball wins.

HOMELESS HARE

The balls are scattered around the hall, one less than the number of players in the hall. All the children: “hares” are running around the hall. At the teacher’s command “Everyone go home!” - children sit on any of the balls. A “homeless hare” is the child who did not take the ball. He is out of the game. In each subsequent game the number of goals is reduced by one.

OPPOSITE MOVEMENTS

Exercise for concentration. A) Children stand in two ranks opposite each other at the same time to the music at the beginning of each measure and perform two opposite movements. One line does a squat for the ball and straightening up on your toes, and the other, on the contrary, does a straightening, raising up on your toes and squatting for the ball.

B) The same thing in advance, performed while sitting on the balls. One line does a clap over the head and a clap on the thighs, and the other, on the contrary, does a clap on the hips and above the head.

“STOP, HOP. ONCE"

It's also a game for concentration. Children walk in a circle one after another, bouncing the ball off the floor. At the “Stop” signal, they stop and stand for 3 seconds, then 5, 10 seconds. At the “Hop” signal, they move in a jump, holding the ball in front of them, and when “One” sounds, they turn around their ball and continue moving in the original direction. The one who makes a mistake and who moves at the “Stop” signal leaves the game.

"Ball Traps"

A catch is selected according to the counting, which sits on the ball at the opposite end of the hall.

Children begin the game with the words:

“One-two-three – start the game!”, and they try to dodge the trap by jumping on the balls. The one who is hit by the trap leaves the game.

"Trap, take the tape"

The game is played in a similar way, only the children have colored ribbons inserted into their shorts; the one from whom the catcher snatched the ribbon leaves the game.

"Kangaroo"

The trapper is hiding in ambush, in front of him is a basket with small foam balls. At the signal: “One - two - three - start the game!” kangaroos jump around the hall on balls, and the trapper shoots sleeping pills (foam balls) at them; the one he hits leaves the game, sits on the ball, and falls asleep. The trap is selected from the winners - the most dexterous kangaroos.

"Brown bear."

The bear sits in a den (on a ball), children jump towards him on balls, saying:

Brown bear, brown bear,

Why are you so gloomy?

I didn’t treat myself to honey,

That's why I got angry with you...

After this, the bear catches the children, as in the game of trap.

"Snowballs on the ball."

Two teams line up opposite each other at a distance of 10m. There is a large ball in the middle between them. At the leader’s signal, the teams throw snowballs at the ball. In which direction the ball rolls the most, that team wins.

"Stop, hop, one"

Children walk in a circle, one after another, hitting the ball off the floor. At the “Stop!” signal stop and stand for 3 seconds. At the “Hop” signal, they move in a leap, holding the ball in front of them, and when “One!” sounds. - turn around their ball and move in the opposite direction. The one who makes a mistake and who moves at the “Stop” signal leaves the game.

“Play, play, don’t lose the ball!”

Children are located randomly around the room. Everyone performs any actions with the ball of their choice: throws, rolls, hits, jumps. After the signal, everyone must quickly raise the ball up and freeze. The one who did not manage to pick up the ball is eliminated from the game.

"Snow Fortress"

Children use large hop balls to build two fortresses - one opposite the other, a distance of 7-10 meters. On signal

"One two Three,

Start the game."

Children begin to throw balls into the opponents' fortress, trying to hit the players. The one who is hit by the snowball leaves the game. The team with the most players left wins.

"Ocean is shaking "

The driver turns away from the children. Children walk around the hall, performing arbitrary swings of the ball, and say the words:

The sea is agitated once

The sea is worried two

The sea is agitated three times

Marine figure

Freeze in place!

At the end of the words, children should turn into a sea figure and freeze. The driver chooses the most interesting figure.

"Mosquitoes and a sparrow."

A game for the little ones. All the “mosquito” children squatted down and hid behind their balls.

The teacher - the “sparrow” - flies and asks: “Alive, alive, alive! Where should I sit?”

Mosquitoes, sticking their heads out from behind the balls, answer: “Z-z-z-z.”

Sparrow: “What should I eat?” Mosquitoes: "Z-z-z-z."

All the “mosquitoes” have scattered and are running all over the hall. "Sparrow" catches "mosquitoes". If a “mosquito” sits down behind its house, then the “sparrow” cannot catch it.

Game - attraction "Who is the fastest".

To the music, children run around balls arranged in a circle. When the music stops, everyone must sit on the ball. Whoever does not have time to take the ball leaves the game. each time there are 1 -2 fewer balls. The game continues until the last ball.

Game "Freeze".

The game is played by analogy with the game “The Sea Is Troubled.” Children perform free dance movements with a ball to the music. At the signal “Freeze!”, they must take any figure from those named by the driver: a sports figure, a domestic animal, a wild animal, dishes, furniture, transport...

Creative improvisation.

(Musical and creative game.)

The leader gives the children various music: waltz, march, polka. To the music of the waltz, children come up with light, smooth movements. They depict butterflies, birds, dragonflies, etc. To the music of the march, children come up with various general developmental exercises: squats, bends. They depict soldiers, gymnasts, etc. To polka music, children jump, run, squat, pretending to be bunnies, foxes, squirrels, etc. The leader notes the best creative improvisation and shows it to everyone.

Play occupies the most important place in the life of a preschooler and is therefore considered as one of the main means of education. Among the many children's games, special attention is given to outdoor games, which are varied in content and organization. Some games have a plot, roles, rules that are closely related to the plot; game actions in them are carried out in accordance with the requirements. In other games there is no plot and roles; only motor tasks are offered, regulated by rules that determine the sequence, speed and dexterity of their implementation. In the third, the plot and the actions of the players are determined by the text, which determines the nature of the movements and their sequence.

During the games, favorable conditions are created for the development and improvement of children’s motor skills, the formation of moral qualities, as well as habits and skills for living in a team. Outdoor games are mostly collective, so children develop basic skills to coordinate their actions with the movements of other players and navigate in space. The game helps the child overcome timidity and shyness. Submission to the rules of the game instills in children organization, attention, the ability to control their movements, and promotes the manifestation of volitional efforts.

All preschool games can be divided into two large groups: outdoor games with rules (can be plot-based or plotless) and sports games.

Due to the variety of content, plot-based outdoor games help children consolidate their knowledge and ideas about objects and phenomena of the world around them. The use of fitballs (balls) in these games makes the games more creative and enhances the therapeutic effect.

Children of older groups willingly play various plotless games with a competitive element, relay races, games with various objects, and only by the age of six or seven are children ready to participate in sports games. Plotless games are very close to plot ones - they just don’t have the images that they imitate. These games are based on performing certain motor tasks with simple rules. The main goal of plotless games with fitballs is motor adjustment of the development of pupils. The teacher is tasked with teaching children to act in accordance with instructions, which teaches them to navigate in space, develops dexterity, resourcefulness, and speed of reaction.

Games and fun are also used when working with preschool children. Motor tasks in these games are performed under unusual conditions and often include an element of competition. Fitballs allow you to diversify these games; they give children joy and health.

Games with fitballs can be used not only in physical education classes, but also in everyday work (classes, walks, independent games for children, entertainment and as individual work). Many of these games are aimed at correcting and developing all properties of attention: concentration, switchability, stability and distribution (Appendix 1).

It should be noted that the effectiveness of games is determined not only by the content, but also, to a greater extent, by the organization and methodology of their implementation, which takes into account age characteristics, changes in periods of physical activity, intervals for rest and differentiated assessment of children’s activities.


Active play is one of the child’s ways of activity, which requires compliance with established rules in mobile play conditions.

About the benefits of outdoor play for kids:

This type of play requires a lot of physical and mental stress from children in the second year of life and has the following effects:

1. Cause a large number of positive emotions;
2. Stimulate breathing;
3. Improve the supply of blood and oxygen to the child’s body;
4. Accelerate metabolic processes;
5. Develop motor skills;
6. Helps increase reaction speed;
7. Helps develop memory and attention;
8. Enrich the child’s vocabulary;
9. Develop discipline.

During the second year of life, the baby actively develops basic movements. By the age of two, the baby should already be able to confidently walk, run and crawl. Therefore, outdoor games should be aimed at developing these important movements.

How to play with a 1-2 year old child:

Outdoor games should last from 5 to 8 minutes. You need to repeat the same game 4–5 times.

When choosing an active game for a child, it is important to take into account his state of health and mood. Play the same game until your child understands its rules well. Try to organize active outdoor games as often as possible. This will bring maximum benefit to the baby. It is very important to play the game in a good mood.

Game "Let's get through the hoop":

Take the hoop in your hands and hold it vertically. Invite your child to climb through the hoop. Over time, lift the hoop higher off the floor. To prevent the child from touching the hoop with his hands, you need to give him a small toy.
Then turn the hoop horizontally. Invite your child to step over it and get inside the circle.

Game “Walking over bumps”:

Place several books in a row on the floor. At the end of the book path, plant a toy bunny (bear, fox, cat). Explain to the baby that there is a “swamp” around the “bumps” (books). You need to go over the bumps, “save” the bunny and bring him to his mother.

Game "Roll the Ball":

Sit on the floor opposite your baby and spread your legs wide apart. Push the ball away from you to the child, and let him push the ball to you.

Game “Hide and Seek with Toys”:

Invite your child to play hide and seek with his favorite toys. The child, together with one of the adults, claps his hands and counts out loud to 5, and the other adult hides the chosen toy. The baby's task is to find his toy.

Game "Hide and Seek":

Kids' favorite game. The adult covers his eyes with his hands, and the child hides. Adults should comment on all their actions: “Where is my son (daughter)? Maybe he (she) is behind the closet, under the table or behind the door? When you find the baby, invite him to switch places. He closes his eyes, and you hide so that the baby finds you.

Game "Catch-up":

The child should run away, and the adult should catch up with him. Then switch places.

Game "Who is the fastest?":

Invite your child to run to the selected object (table, chair, bedside table) at the same time as you. The adult must make sure that the baby runs to the goal first and feels like a winner.

Game "Feed the Bunny":

Place some carrots and apples (or other fruits) on the floor. Place a toy hare on the children's table. Invite your child to collect only carrots for his hare. Instead of a bunny, you can choose another toy.

Game "Stop":

You need to do simple movements with your child: clap, stomp, squat, dance. When an adult says: “Stop,” all movements must stop.

Game "Day - Night":

When an adult says: “Day,” everyone should jump, dance, squat, and clap their hands. When the word “Night” is pronounced, all movements immediately stop.

Game "Big - small":

The adult says: “That’s how big we are.” At the same time he raises his hands up. Then he says; “That’s how small we are.” They squat together with the baby. Repeat these phrases several times, constantly increasing the tempo.

Game “Run to the toy!”:

Plant animal toys in different corners of the room. Stand with your baby in the middle of the room and say: “Run to the bunny (bear, wolf, fox). When the baby touches the desired toy, name another. It’s good to choose two identical animals of different sizes. Invite your child to run up to the little one, then to the big one.

Game “Repeat after me”:

Invite the baby to repeat the mother’s movements: patting the head, jumping, squatting, clapping, and others.

Game "We are the birds":

Mom (dad) and baby are imaginary birds. Run around the house or street, waving your winged arms. When an adult says: “Rain,” the “birds” must hide in their “nests” (hoop, chair, sandbox, house).

Try to develop physical activity in your child, make games exciting and varied. If possible, play outdoor games outdoors! Be sure to introduce other developmental elements into the game (speech, counting). Remember that when you play with your baby, you develop him both physically and mentally.


Subject: " The fastest »

Form: Sport game

Goals: promotion of healthy lifestyles; attracting them to systematic exercise in outdoor games; identifying talented children; promotion of sports as an alternative to negative habits.

Equipment: Balls, jump ropes, hoops

Progress of the event

Fanfare

Presenters-

To the sports ground

We invite you children!

Celebration of sports and health

Starts now!

Presenters-

Measure your strength

Run, jump

We invite friends to the site.

Fun starts await you

On the site

Hurry here quickly.

Leading:

Hello, dear guys and distinguished guests! We are very pleased to see all of you today at our stadium! We are starting the most fun of all sports and the most athletic of all fun games - “The Fastest”! Competitors will compete in strength, agility, ingenuity, and speed! Meet the teams!!!

Leading:

Let the jury decide the entire course of the battle

He will follow it without fail.

Who will be friendlier?

He will win in battle.

Presentation of the judges

Presenters:

At your favorite stadium

We will break all records

And to replace the champions

We'll be there very soon!

Presenters-

Become a champion, we all know

The task is difficult for everyone!

Let's start competing -

And we firmly believe in our success!

Presenters:

The stands are noisy like the sea

Today the battle will not be easy

Let's cheer for the brave guys

For sports enthusiasm and skill!

Leading:

We are starting the competition. In each relay race a specific winner is determined. For a victory the team receives 1st place, for a loss - 2nd place. The winner of the competition is determined by the fewest points scored. In case of equality of points, the winner is determined by the additional competition “Tug of War”.

Relay races:

1 relay race Shuttle run

Leading:

To learn to jump

We'll need a jump rope

Let's jump high

Like grasshoppers - easy.

Relay 2 Running with a skipping rope

Equipment: jump ropes

3 relay race “Fastest”

Equipment: hoops, jump ropes

Running to the rope - jumping rope 3 times - running back - passing the baton

4 relay race “On one leg”

Jump to the landmark on one leg, then change legs - on the other leg they run to the team, pass the baton.

5th “Kangaroo” relay race

Equipment: balls

Holding the ball between your legs (above the knees), jump forward to the landmark and back. When you return, pass the baton to the next player. If the ball falls on the floor, you need to pick it up, return to the place where the ball fell, hold it with your feet, and only then continue the relay race.

For classes, as is known,

We need a hoop.

Both beautiful and useful

Exercise to do with it.

6 relay

Equipment: hoops

4 hoops laid out one after the other. They run to the hoops, take it with both hands, lift it above their heads and climb through it. The hoop is put in place and they run to the next hoop. They return back running in a straight line.

Leading:

If you want to become skillful,

Strong, dexterous, brave,

Learn to love jump ropes

Hoops and sticks.

Never be discouraged

Hit the target with the balls.

7th relay race “The most accurate”

Equipment: hoops, balls

Team captains stand at a distance from their teams, facing them, each holding a hoop. Players take turns trying to hit the hoop with the ball.

8 relay "Volleyball Relay"

Equipment: balls

Dribbling the ball to a landmark, running back with the ball in your hands. If the ball falls on the floor, you need to pick it up, return to the place where the ball fell, hold it with your feet, and only then continue the relay race.

9 relay race “Double chain engine”

All team members take part in the relay race, starting with the first, who runs to the landmark and back, catches the second, runs to the landmark and back, leaving the first and catching the third, etc.

Leading:

To become an agile athlete

Finally, a relay race for you!!!

Let's run fast, together

You really need to win!

10 relay « Baton"

Equipment: relay batons.

Each participant runs to the landmark and back, passing the baton.

Summing up the results of the competition Leading: Our holiday is over. All team members showed their agility, strength, and speed. And most importantly, we received a boost of energy and a lot of positive emotions! Dear guys, you competed well today, and your fans cheered for you very well, and this undoubtedly gave you strength.

Presenters-

Thank you all for your attention

For enthusiasm and loud laughter,

For the fire of competition,

Guaranteed success!

Play sports, improve your health, develop strength and endurance! See you again!