Children's games: Polar bears Border guards and paratroopers. game polar bears

On this page you will find the rules of the Polar Bears game, you will definitely need this information for general development.

Polar bears is an outdoor collective game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

Game description

On the edge of the site, which is the sea, a small place is outlined - an ice floe. On it stands the driver - "polar bear". The rest of the "bears" are randomly placed throughout the site.

"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. At this time, the "bear" retreats to the ice floe. Having overtaken someone, two "bear cubs" connect free hands so that the caught one finds himself between the hands, and they shout: “Bear, help!”. "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch the rest of the cubs. The game continues until all the bears have been caught.

The last player caught wins and becomes the polar bear.

Rules of the game

1. On the edge of the site, which is the sea, a small place is outlined - an ice floe on which the driver stands - “polar bear”
2. The rest of the "cubs" are randomly placed throughout the site
3. "Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs"
4. Catching one "bear cub", takes him to the ice floe, then catches another
5. Two caught "bear cubs" join hands and begin to catch the rest of the players, "bear"
6. Having caught someone, two “bear cubs” join their free hands so that the caught one finds himself between his hands, and shout: “Bear, help!”
7. "Bear" runs up, taunts the one he has caught and takes him to the ice floe
8. The next two caught also join hands and catch the rest of the "bears"
9. When all the "bears" are caught, the game ends
10. The last player caught wins and becomes the "polar bear"

Note

The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until it is tagged by the "bear"
When catching, it is forbidden to grab those who play for clothes, and those who run away run out of the boundaries of the site.

Goal: Development of dexterity, accuracy, speed, coordination of movements, attention

Before the start of the game, 2 or 4 bears are chosen (depending on the number of children) according to the counting rhyme:
“1,2,3,4,5 polar bears went out for a walk.
They began to have fun playing, throwing snowballs, throwing.
1st - Umka,
2nd - Rumka,
3rd - Dumka,
4th - Lumka "
Whoever gets the name becomes a polar bear. He is put on a white hat. The bears stand in circles of “ice” (drawn or hoops that are located along the edges of the site). One ball (snowball) lies in the circle (hoop).
At the signal of the leader (adult), the cubs begin:

a) throw 1 ball to each other (the rest of the balls remain on the "floes");

b) Each bear throws up his ball and catches it with a clap; c) Each bear hits the floor with a sword. The children themselves agree on what movements they will perform when pronouncing the words. The rest of the children turn into fish. They receive a "bracelet" with the image of fish. The fish are located throughout the rest of the space, scattered.
Bears perform exercises with the ball by pronouncing the words:
“We are polar bears walking on ice floes,
We have fun playing with each other all day!”
The fish slowly begin to run (performing hand movements, as in breaststroke swimming)
With the end of their words, the bears put the ball (balls) in their circle and say:
"Something we are hungry,
Oh, tummies hurt (stroking their tummies), we need to catch fish!
While the bears are saying the words, the fish scatter (swim quickly).
Leading: “1,2,3,4,5, the fish need to swim away.
Fish swim faster
Freeze at the bottom of the ocean!”
While the host is saying the words, the bears perform various movements in their circle (running in place, walking in a circle, jumping, jumping in and out of the circle).
The fish, after the words of the leader, freeze in place, in any position. The bears take the ball and aim at the fish from the spot without leaving the circle. Whoever the ball hits becomes a bear, and the bear becomes a fish (children change places). If the bear does not hit anyone, then it remains a bear.

The game is repeated 2-3 times. The success of the game is that all children move, change roles, do not drop out of the game.

Option: Bears stand in circles (2). They have several balls (depends on the number of children 3-5)
If the “fish” is caught (the ball hit the child), she takes off her bracelet, puts it in the circle for the bear and leaves the game. The bears do not change. At the end of the game, when all the balls have been thrown, the number of "bracelets" of fish in the circle of each bear is counted. Who large quantity"bracelets", that bear is the winner!
Note: Bears can target moving fish.
Instead of balls, you can use "roll the stick to the fish" sticks or the "roll the hoop to the fish" hoop.
When organizing the game, it is necessary to take into account the safe distance of the hoops from each other.

A small ice floe is being cut. On it to be " Polar bear". All the remaining players are "bear cubs", scatter throughout playground. "Polar Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught the first two, he takes them to the ice floe, after which he himself remains on the ice floe, sends two "bear cubs", who hold their hands, to catch the rest. As soon as the “bear cubs” have caught someone, they enclose him in a circle, closing their free hands, and ask for help from the “Polar Bear”. He takes the captive onto the ice floe. As soon as there are two people on the ice floe, they join hands and go fishing too. Whoever was the last one not caught will become the "Polar Bear" in the next game.

Rules of the game

  1. On the edge of the site, which is the sea, a small place is outlined - an ice floe on which the driver stands - "polar bear"
  2. The rest of the "cubs" are randomly placed throughout the site
  3. "Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs"
  4. Catching one "bear cub", takes him to the ice floe, then catches another
  5. Two caught "bear cubs" join hands and begin to catch the rest of the players, "bear"
  6. Having caught someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!"
  7. "Bear" runs up, taunts the one he has caught and takes him to the ice floe
  8. The next two caught also join hands and catch the rest of the "bears"
  9. When all the "bears" are caught, the game ends.
  10. The last player caught wins and becomes the polar bear.

Game Notes

  • The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until it is tagged by the "bear"
  • When catching, it is forbidden to grab those who play for clothes, and those who run away run out of the boundaries of the site.

Game Feature

  • Age: From 4 years old
  • Develops: Agility, Reaction, Fantasy
  • Number of players: seven or more
  • Mobility: Movable
  • Place of play: No matter

Outdoor games for younger students.

A selection of outdoor games for the program extracurricular activities"Outdoor games". The material can be useful for teachers primary school, GPA educators.
1. GAMES FOR ATTENTION
alphabetically
To better remember the names, to train attention and the ability to quickly switch from one task to another, you can play such a game in a company of up to 15 people.
The host invites the guys for a certain amount of time (for 10, 15 or 20 seconds) to change places like this:
- so that all names are arranged alphabetically;
- so that everyone stands by the color of their hair (brunets on the left, blondes on the right);
- so that everyone stands in height (left - small, right - large).
Note. These exercises can be even more fun if there are wide benches, sofas, or very stable sturdy chairs. Then the guys must complete the tasks, standing on the benches, and cross without stepping on the floor.
Age: from six years old
The game develops: attentiveness, coordination
Number of players: 5 or more

Three, Thirteen, Thirty
Three, Thirteen, Thirty - a game that develops attention and fast response children. It can be used at school for physical education minutes for elementary school students.
The participants in the game stipulate in advance: which of the numbers - which action means. Players are built in a line at a distance of arms extended to the sides.
If the driver (teacher) says "three" - all players should raise their hands up, with the word "thirteen" - hands on their belts, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate moves.
Age: from six years old
The game develops: attentiveness, reaction

colored flags
The purpose of the game: the development of motor and communication skills, attention.
Attributes: 5 flags of different colors.
Game progress: 5 circles with a diameter of 2 m are drawn on the playground at a distance of 1 m from each other. Players are divided into 5 teams. Each team stands in its own circle. In the center of each circle is a player with a colored flag in his hands.
At the leader's signal, the players scatter around the court. At the second signal, they stop and close their eyes. At this time, players with flags change places; On the third signal, the players open their eyes and quickly look for their flag. The winners are those players who returned to the flag of their color earlier than others.
Special Notes: If a player opens his eyes, his team is considered the loser.

false mirror

Attributes: 6 ropes.
Game progress: the game begins with the leader showing different jumps with a rope: jumping with crossed legs, jumping with high knees, double jumps, etc. Then the players stand in pairs, opposite each other, and try to repeat all the movements shown by the leader . The player who made a mistake leaves the game and is replaced by the next one.
Special remarks: a player who has not made a single mistake becomes the new driver.

"Sherlock Holmes"
The host ("Sherlock Holmes") and 3-5 "criminals" are selected. The younger the children, the fewer "criminals". "Criminals" stand in front of "Sherlock Holmes". "Sherlock Holmes" carefully examines the "criminals" for several seconds (20-30) and leaves the room. The "criminals" make five changes in their clothes and posture. The returned "Sherlock Holmes" must find in everyone his five changes. The player in whom the "detective" found all five changes must fulfill any desire of "Sherlock Holmes". The one who does not have at least one change defined becomes "Sherlock Holmes" himself.

"Confusion"
Choose a driver. All other players stand in the room holding hands. The driver leaves the room, and the rest of the players begin to move relative to each other, but without taking their hands off (get confused). Then they invite the driver to the room. He must determine in what order the players were originally. Repeat the game several times, changing the driver.

"Cosmonauts"
On site in different parts draw the contours of the rocket. They should be a few pieces less than the players. All children join hands. They go in a circle with the words: “Fast rockets are waiting for us to walk around the planets. Whatever we want, we'll fly to such! But there is one secret in the game: there is no place for latecomers!” As soon as the last word is said, the children scatter, trying to take an empty seat in the "rocket". Latecomers gather in the center of the circle. We celebrate those children who have never been late for the "rocket"

"Crows and Sparrows"
On lines 3 - 5 m from each other, the teams are located in ranks with their backs to each other. One team is the Ravens, the other is the Sparrows. At the signal of the “crows”, the team of the same name runs away, while the other tries to catch up and “bash” the escaping to a certain mark. The winning team is the one that “dropped” more players from the other team.

Cones, acorns, nuts
A mobile game that children really like.
Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.
The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place.
If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.
Age: from six years old
The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more
Place of play: street

Birds, fleas, spiders
The group is divided into two teams. Each team, secretly from the other, decides who it will be - "birds", "spiders" or "fleas". Two teams stand in lines in the center of the hall facing each other with a gesture denoting the chosen animal.
Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not have time to reach the opposite wall goes to another team.
Age: from six years old
Purpose of the game: relaxation, concentration
Number of players: 10 - 30
Place of play: spacious safe room

White bears
Polar bears - an outdoor collective game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.
On the edge of the site, which is the sea, a small place is outlined - an ice floe, on which the driver - "polar bear" stands. The rest of the "bears" are randomly placed throughout the site.
"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another.
Two caught "bear cubs" join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one finds himself between the hands, and shout: “Bear, help!”.
"Bear" runs up, taunts the one he has caught and takes him to the ice floe.
The next two caught also join hands and catch the rest of the cubs.
When all the "bears" are caught, the game ends.
The last player caught wins and becomes the polar bear.
Note. The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until the "bear" has taunted it. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.
Age: from six years old
The game develops: dexterity, reaction, fantasy
Number of players: 7 or more

3. ENDURANCE GAMES
"Homeless Bunny"
An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players - hares, draw a circle for themselves, and stand inside.
The homeless hare runs away, and the hunter catches up with him. The hare can escape the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he becomes homeless, and the hunter will hunt him. As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.
Age: from six years old
The game develops: mindfulness, endurance, thinking, reaction
Number of players: 3 or more

Give me your hand
Before the game, children choose an area beyond which they cannot run out.
One leader is chosen - a tag, the rest of the players freely move around the site.
Salka begins to catch players who run away from him, with the children eager to join hands with the closest player.
Hand in hand, they stop facing each other. In this case, the tag does not have the right to tag them.
If the tag caught up with a single player, they switch roles.
Age: from six years old
The game develops: mindfulness, endurance, dexterity, reaction

"Who will win"
The game is similar to the mobile game "Drag and Drop"
2 participants.
The ground plane is divided by a line. Opponents are on both sides.
They take the stick with both hands.
Task: drag the opponent to your side.

british bulldog
Playing affects the stamina and reaction of the child.
Children assign two catchers ("bulldogs"). "Bulldogs" stand on one side of the site, and all the others - on the opposite side. At the signal of one of the "bulldogs" all players must run to the other side. But so that the player is not caught by the "bulldogs".
The game continues until all the runners turn into bulldogs.
Age: from six years old
The game develops: endurance, reaction, strength
Number of players: 4 or more

"Standr"
Purpose of the game: to develop endurance, accuracy, to cultivate honesty.
Materials needed for the game: a ball, volleyball is better, but rubber is also possible.
Rules of the game: To start the game, you need to choose a driver, this can be done using a counter. The leader holds the ball in his hands. All players gather near the driver. The driver throws the ball as high as possible. At this point, all the players scatter in different sides. The driver must catch the ball and as soon as the ball is in his hands, he shouts: “Standr!”. All players must stop at the place where this team found them. The driver must hit one of the players with the ball. The salted player becomes the driver, and the driver becomes the player, and the game continues. The game can go on until it gets boring.

"Change of Places"
Purpose of the game: development of jumping ability and jumping endurance.
Materials needed for the game: chalk to mark the start (finish) line
Game progress: All players are divided into two teams. Two lines are marked along the edges of the site - these are the so-called "houses". Both teams stand in lines facing each other on opposite sides of the site, behind the lines of their "houses", crouch and put their hands on their knees.
On a signal, all players jump from a deep squat, moving forward, trying to quickly cross the line of the opposite "house". The team whose players gather behind the opposite line first wins. Then both teams jump in the opposite direction, but the player who last crossed the line does not take part in the game, he is out of the game. This game can continue until there are 2-3 hardiest jumpers left on the court. The team with the most jumpers left wins. You can continue the competition, and then you can determine the best jumper.
Teams can be mixed, or they can consist only of boys or girls (if there are enough participants).
This game is suitable both for playing in the gym and for playing in the yard.

jump ropes

Necessary materials and visual aids: skipping ropes.
Game progress
Players jump rope in various ways: on 2 legs, on 1 leg, etc. The one who lasts the longest wins.

Classics
The purpose of the game is to develop physical strength and endurance.
Necessary materials and visual aids: chalk, bat.
Game progress
Hopscotch is drawn on the playground. Players must, jumping on 1 foot and pushing the bat in front of them, jump from 1st to 10th grade. If the bat flies out of the classics, the player gives way to the next one. The player who jumps through all the classes first wins.

4. GAMES FOR THE DEVELOPMENT OF ATTENTION, INTELLIGENCE, CREATIVE IMAGINATION
Ocean is shaking
Children go in a circle and say the words: “The sea is worried - one, the sea is worried - two, the sea is worried - three, freeze in place! » At the last word, the children stop and “freeze” in the pose of a sea animal. The host or the child tries to guess the name of these animals.

What are you doing?
Children choose the "mistress of the house" and, standing in a circle, draw circles around themselves - houses. The "mistress" bypasses the players and entrusts each of them with housework. For example: chop wood, mow hay, wash clothes, bake pies, etc. Children complete tasks. The “mistress” stands in the center of the circle and says: “And now we will hammer nails together! » Children do everything that the “hostess” asks. Suddenly, the “hostess” points to one of the children and asks: “What are you doing? » The child must name the work that he was assigned to do at the beginning of the game. After that, the "mistress" gives everyone new tasks.

figures
One of the players is assigned as the leader. Children run around the hall, at a signal they stop, depicting the frozen figures of an athlete, a working person, an animal, a bird, etc. The driver walks among the figures and chooses the most successful one. Children who took the most difficult poses are noted.

In an even circle
Children form a circle, inside of which there is a driver. Moving left (right) in a circle, the children pronounce the words:
In an even circle, one after the other.
Hey guys, don't yawn!
Everything that Kolya will show us
Let's repeat together!
The driver shows some kind of movement (jumps, rotates his arms, crouches, etc.). Children must repeat it exactly. After that, a new driver is appointed, and the game is repeated.

Air, water, earth, wind
Children form a circle leading in the middle. Approaching one of the children, the leader says one of four words: “air”, “water”, “earth”, “wind” - and counts to five. During this time, the child must come up with and show (depending on the word that is given to him) a bird, fish, animal, or circle in place (wind). Who did not have time to do this, out of the game.

Repeat
One of the players shows the movements of an animal, such as a bunny. The next one repeats the movements of the bunny and adds the movements of another animal - the fox. And so each next player, having performed the movements of all the animals shown earlier, adds one more, new one from himself. The list of animals is growing. The one with the best memory and imagination wins.

Exhibition of paintings
The host appoints three "visitors", the rest of the children are "pictures". On a signal: “Prepare an exhibition! "- children consult with each other what pictures they will depict (skier, skater, swimmer, equestrian, goalkeeper). The picture can be depicted by two or three of us: a Christmas tree for a non-bunny, a fairy tale “Turnip”, etc. After a few seconds, the teacher announces: “Open the exhibition! » Children stand along the playground and assume the intended positions. "Visitors" inspect the "exhibition" and mark the most successful "pictures". On a signal: “The exhibition is closed! » - children take free poses.

5. GAMES FOR THE DEVELOPMENT OF JUMPING, AGGRESSION, COORDINATION OF MOVEMENT
Fishing rod
Purpose of the game: development of dexterity, coordination of movements.
A leader is selected from the total number of players. The rest of the players stand in a circle with a diameter of 3-4 m.
The driver becomes the center of the steep. He is holding a rope 2 m long with a bag of sand tied to the end. The driver rotates the rope so that the sandbag flies above the floor at a height of 5-10 cm.
Each of the players must jump up and skip the flying bag. The one whom the driver touches with a flying bag receives a penalty point. Counted up total number penalty points after the bag completes 8-10 full circles. The winner is the one whom the rope has never touched on the legs.
After changing the driver, the game starts over.

Jumpers - sparrows
Great children's game. First, a circle is drawn on the asphalt with chalk.
In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows".
They jump into the circle and jump inside it. Then they also jump out of it.
The "crow" tries to catch the "sparrow" when it jumps inside the circle.
If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.
Age: from six years old
The game develops: attentiveness, dexterity, thinking, reaction
Number of players: 3 or more

Bricklayers and masons
The purpose of the game: the development of motor, communication skills, dexterity.
Game progress: 2 "masons" are selected from the players. The rest are "bricks". The "bricks" scatter around the site, and the "masons" begin to run after them and try to knock down one of the "bricks". Each “mason” leads the salted “brick” to one place and leaves it there. The “mason” puts the next greasy “brick” next to the first one - a “wall” is formed.
The “mason” wins, whose “wall” will be longer, that is, he will knock down more “bricks”.
Special remarks: salted "bricks" should not run away from their place.

"Through the brook"
The purpose of the game is to develop physical strength and endurance.
Necessary materials and visual aids: chalk.
Game progress
A stream is drawn on the playground, which gradually expands towards the end. Players are invited to jump over the stream: first through its narrow place, then where it is wider and wider. If the players succeed, they need to be praised.

"Bouncers"
Active ball game. Two leading players are selected who stand with the ball at a distance of 10 - 15 meters from each other. The rest of the players run between the drivers from one to another. Drivers, throwing the ball to each other, try to hit one of the players. Whoever gets hit is out of the game. However, players may try to catch the ball. Each ball caught returns one of the eliminated balls to the playing field. The task of the drivers is to “knock out” all the players from the game.

"Carousel"
The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding on to it with their right (or left) hand, walk in a circle with the words:
Barely, barely, barely
The carousels started spinning.
And then around and around
All run, run, run.
The players move slowly at first, and after the words "run" they run. At the command of the leader: "Turn!" - they quickly take the rope with the other hand and run to opposite side.
Hush, hush, don't rush!
Stop the carousel.
One and two, one and two
So the game is over!
The movement of the carousel gradually slows down and with last words stops. The players put the rope on the ground and scatter around the site. On a signal, they rush to “sit down on the carousel” again, that is, take hold of the rope with their hands, and the game resumes. You can take places “on the carousel” only until the third bell (clap). A latecomer does not ride the carousel.

6. BALL GAMES
"Go Balls"
Place five or six stuffed balls in one line at intervals of 0.5-1.5 m. The player remembers the location of the balls, turns around and moves backwards. The task is to go around and not touch the balls. Whoever completes the task is the winner. The location of the balls changes every time.
Options. 1. Increase the number of balls (for older students). 2. Move backwards, stepping over the balls. 3. Move backwards with a blindfold.

"Pass the ball"
The player, moving along the floor, must pass the ball with basketball dribbling along the rail of the gymnastic bench. The player who manages to do so wins.
Options: the same, but the player moves along the rail, and the ball dribbles along the floor.

"Hit the ball"
The players are divided into two teams and line up facing each other. The distance between the lines is 8-10 m. There is a volleyball in the middle of the stool. Each player has a small ball. At the signal of the teacher, the players of one team perform throws, trying to knock down the volleyball. If someone manages to knock down the ball, then the team counts 1 point. Then the other team starts throwing. The team with the most points wins.

"Bounce down"
At 2-5 m from the wall (the distance depends on the age and experience of the players) they put a town, a pin, an inflatable toy. Task: throw the ball against the wall so that, when it bounces, it knocks down the installed object. Who will have more successful attempts out of five? Who will need fewer attempts to knock down an object five times?
You can throw the ball from anywhere.
Option: put a box, box, basket at some distance from the wall, put a hoop. Objective: To hit the target with the ball.

"Don't drop the ball"
At the start line, each participant in the game receives two sticks. Then the players become pairs and pinch the ball with sticks so that it does not fall. Each pair must run faster than their opponents without dropping the ball. If the ball fell, you need to stop, pick it up, put it on sticks and run again. Running distance 15-20 m.
"Throw and Catch"!
The player holds the ball behind his back with both hands. Leaning forward, he throws the ball over his head up and forward. Now you need to have time to straighten up and catch the falling ball. Each is given, say, five attempts. The one with the most successful attempts wins.
Variants of the game: you can throw the ball against the wall (if there are no windows) from a distance of several meters - and catch it when it bounces; you can throw the ball on a sloping roof (shed, garage, shed) - and catch it when it rolls down.
The game can be complicated. For example, a task is given: before catching the ball, you need to clap your hands several times. Or make a full turn around (when the ball is thrown against the wall or thrown onto the roof).

"Hunters and Ducks"
Purpose of the game: development of the eye, dexterity.
A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).
All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside the circle, and "hunters" behind the circle. The Hunters get the ball.
On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.
When all the "ducks" are knocked out, the teams change places.
Variant of the game: 3-4 "hunters" are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.
On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.
Knocked out "ducks" are out of the game. The "hunter" who knocked out wins largest number"ducks".

"Paints"
Participants of the game choose the owner and two buyers. The rest of the players are paints. Each paint invents a color for itself and quietly calls the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers.
Buyer knocks:
Here! Here!
- Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.
If there is no blue paint, the owner says: "Go along the blue path, find blue boots."
If the buyer guessed the color of the paint, then he takes the paint for himself.
There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most colors wins.
Rules of the game: The buyer who guessed more colors becomes the owner.

"Herd"
The players choose a shepherd and a wolf, and everyone else chooses a sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep loudly call the shepherd:
Shepherd! Shepherd!
Play the horn!
Drive the herd into the field
Walk freely!
The shepherd drives the sheep to the meadow, they walk, run, jump. At the signal of the shepherd: "Wolf!" - all the sheep run into the house on the opposite side of the site. The shepherd gets in the way of the wolf, protects the sheep. Everyone caught by the wolf is out of the game.
Rules of the game: During the run, the sheep cannot return to the house from which they left. The shepherd only shields the sheep from the wolf, but does not stop him with his hands.

"Two Frosts"
The players are located on one side of the site, in the middle there are two drivers - two Frosts. Frosts turn to the guys with the words: “We are two young brothers, two Frosts are daring!” One of them, pointing to himself, says: "I am Frost - blue nose." Another: "I am Frost - a red nose." And together: "Which of you will dare to set off on a path-path?" All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the children run across to the other side of the playground. Drivers try to “salt” those who run across, “salted” remain in the place where they were “frozen by Frost”.
During the following runs, the players can help out the “frozen” guys by touching them with their hands. After several dashes, other Frosts are assigned. Those children who did not get to Frosts even once are noted, as well as best couple leading..

"Ring"
They choose the driver, they give him a "ring" - any small object. Participants stand in a row, holding their palms "boat" in front of them. The driver goes through the entire row, putting his palms into the palms of each participant. At the same time, it imperceptibly leaves a "ring" in the palms of any participant. Having passed everyone, the driver says: "" Ring, ring, go out onto the porch "". The task of the owner of the "ring" is to run forward, the task of all other children is to try to predict the owner of the "ring" and not let him out of the row.

"Brook"
Break into pairs randomly. The couples are located one after another, holding hands, raising their closed hands up, as if forming a roof. The driver passes under closed hands and chooses a partner for himself. The new couple stands behind, and the freed participant in the game enters the stream and looks for a mate, etc.

"At the bear in the forest"
The bear, chosen by lot, lives in the forest. Children go to the forest for mushrooms, singing a song:
At the bear in the forest
I take mushrooms and berries!
The bear is disgusted
Frozen on the stove!
When the players uttered the last words, the bear, which had been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. Caught becomes a bear. Rules of the game: The bear leaves the den only after pronouncing the last words of the song. Children, depending on the behavior of the bear, may not immediately run to their house, but tease him with a song.

"Owl and birds"
Before starting the game, children choose for themselves the names of birds whose voice they can imitate. For example: dove, crow, goose, duck, cuckoo. The players choose an owl. He goes to his nest, and those who play quietly, so that the owl does not hear what kind of birds they will be in the game. Birds fly, scream, stop and squat. Each player imitates the call and movements of the bird he has chosen. At the signal "Owl" all the birds try to take places in their house. If the owl manages to catch someone, he must guess what kind of bird it is. Only a correctly named bird becomes an owl.
Rules of the game: the houses of birds and the house of an owl must be located on a hill. Birds fly into the house on a signal or as soon as an eagle owl catches one of them.

"Zarnitsa"
Children stand in a circle, hold their hands behind their backs, and one player - dawn - walks behind with a ribbon and says:
Zarya-lightning
Red girl.
Walked across the field
Dropped the keys.
golden keys,
Blue ribbons
entwined rings,
Went for water!
With the last words, the leader carefully places the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.
Rules of the game: Runners must not cross the circle. The players do not turn until the driver chooses who to put the tape on their shoulder.

"Wandering Ball"
All players. In addition to the driver, stand in a circle at a distance outstretched hand. They pass each other a big ball. The driver runs outside the circle and tries to touch the ball with his hand. If he succeeds, he goes to the place of the player in whose hands the ball was, and the player goes out of the circle.
The game is repeated.
Rules of the game: When passing the ball, the players must not move. You can’t pass the ball through one, you can only pass it to a nearby player. The driver is not allowed to enter the circle. The ball can be passed in any direction. The player who dropped the ball becomes the driver.

"Owl"
Game content. At the signal of the leader: "The day is coming, everything comes to life!" - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" go hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.
Then the "owl" returns to its nest again and the children again begin to frolic freely on the playground.
Players who have not been caught even once win. You can also note the best driver - who caught more players.

8. RELAYS
Animal Relay
The players are divided into 2 - 4 equal teams and line up in columns one at a time. Players in teams take the names of animals. standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the leader, the team members must jump to a given place in the same way as real animals do. The team of "wolves" run like wolves, the team of "hares" - like hares, etc.

unload the car
Children are invited to unload "cars" with "vegetables". Cars are placed against one wall, and two baskets are placed opposite them against the other wall. Near the baskets, one player stands up at a time and, on a signal, they run to the cars. You can carry vegetables one at a time. Vegetables should be the same in all machines, both in quantity and volume.
Other members can then "load" the machines; In this case, the players stand at the cars, run to the baskets on a signal and transfer the vegetables to the cars.
Cars can be boxes, chairs; vegetables - skittles, cubes, etc.

Passed - sit down!
The players are divided into several teams, 7-8 people in each and are built for common line start in a column one at a time. Captains stand in front of each column facing it at a distance of 5 - 6 m. Captains receive a volleyball. On a signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then the third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player of his column, the captain raises it up, and all the players of his team jump up. The team with the fastest players to complete the task wins.

turnip
There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with a picture of a turnip.
The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Plant and Harvest
Number of players: 2 teams of 4
Optional: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.
1st participant "plows the ground" (puts hoops).
The 2nd participant “plants potatoes” (puts potatoes in a hoop).
The 3rd participant “waters the potatoes” (runs around each hoop with a watering can).
The 4th participant “harvests” (collects potatoes in a bucket).
The faster team wins.

Running "centipedes"
The players are divided into two or three teams of 10-20 people and line up at the back of each other's heads. Each team receives a thick rope (rope), which all players take with their right or left hand, evenly distributed on both sides of the rope. At the signal of the organizer, the "centipedes" run forward 40-50 meters to the "finish", all the while holding on to the rope.
The victory is awarded to the team that first ran to the finish line, provided that none of its participants unhooked from the rope while running.

Bibliography
1. Lyakh, V. I. My friend physical education. 1–4 cells - M .: Education, 2005.
2. Buylin Yu.F., Portnykh Yu.I. Mini basketball. M., 2000
3. Galitsky A.V. Journey to the land of games. M., 2001
4. Klusov N.P. Handball. M. 1996
5. Approximate programs of extracurricular activities. Primary and basic education. second generation standards. Moscow "Enlightenment" 2011
6. Lyakh V.I., Meikson G.B. A comprehensive program of physical education for students. M., 2002
7. Kovalko V. I. "Health - saving technologies", Moscow "Vako", 2004
8. Kovalko V.I. Lesson developments in physical education grades 1-4: Guidelines, practical materials, lesson planning. - 2nd ed., Rev. - M .: VAKO, 2005.
9. Internet resources

Card game "POlar BEARS"

(a game for children of primary school age, grades 1-4)

Venue and inventory. Outdoor playground, gym.

Game form. Collective.

Minimum number of players: 6-8 people.

Description of the game. Preparing for the game. A platform is outlined - the "sea" (10-12 cm), a hoop - an "ice floe" lies on the side, on which the polar bear is located. The rest of the players - bear cubs, are located in the "sea" in random order.


- "Ice floe", on which the polar bear is located.

bear cubs

game manager

The game begins with the words of the bear: "I'm going out to catch!". The bear runs out to the playground and starts catching the cubs (touching them on the shoulder). He caught one - he takes him by the hand and leads him to the ice floe, he runs after the second bear cub, taunts him and leads him to the ice floe. Two caught players join hands and begin to catch the players. Having overtaken the bear cub, the couple surrounds him in a ring and shouts: “Bear, help!”. The polar bear runs into the sea, taunts the caught player and leads him to the ice floe. When there are a couple more players (bear cubs) on the ice floe, they also go in pairs to catch the rest of the players. Thus, each time there are more and more pairs. The game continues until there is only one cub left in the sea.

Rules of the game: 1) couples catch the players only by surrounding them with their hands;

2) when catching you can not grab the players; 3) a player who ran out of the area is considered to be caught; 4) a bear cub caught by a couple can slip out until it is tagged by a bear; 5) as soon as the bear has caught the 1st pair, it remains on the ice floe and does not catch it anymore.

Determination of winners and summing up. The game continues until there is only one cub left in the sea. He wins and becomes a polar bear.

Pedagogical goal - develop speed, agility, endurance.

Pedagogical tasks of the game:

1. Developing: develop speed of reaction, attention to the sound signal;

2. Educational: cultivate courage, honesty, discipline, respect for established rules, the will to win;

3. Wellness: strengthen the musculoskeletal system, cardiovascular, respiratory system;

4. Educational: teach children the game, the rules of the game; to teach running in pairs, to form the ability to navigate in space.