Skiing games. The game is a very emotional activity, therefore it is of great value and has a particularly high efficiency in education. Outdoor games in ski training lessons

ski games

Skiing games

"Running". The participants in this game should have approximately the same training - then the competition will be more interesting. It is necessary to choose a snowy clearing and organize 2-3 teams of 5-10 people. For each team, you need to lay a separate ski track 50-100 meters and mark the start line, so there will be 2-3 ski tracks in the clearing at a distance of 8-10 m from one another. In the hands of the players, instead of ski poles, there are flags. One team has green, the other has red, the third has blue. Multi-colored flags will show how far a team has progressed. From the start line, each skier in turn makes 10 rolls. steps (skiing without poles: pushing off, for example, with the right foot, it is recommended to extend the left leg and slide on it for as long as possible; when switching to the right ski in gliding, repeat the same movement). The goal is to be as far away from the start line as possible. After the 10th, final step, the skier sticks his flag into the snow.

The game can be played in different ways. The first option: who will have the longest 10 steps. Each participant, at the signal of the selected captain or judge, begins to slide (from any foot) and counts “one, two, three” - up to ten. On the tenth step, at the place where the ski stopped, he sticks his team's flag into the snow. The next participant starts from the same starting line and, if he slips past the first flag, puts his own, if he does not reach it, then returns to his team. Another option is that the game can be played with or without sticks. Each participant takes 6 steps from the start line - this is the so-called acceleration. Having taken the sixth step, the player skis to a complete stop. Here, next to the ski track, he sticks a flag into the snow, but if the game was played with sticks, then a ski stick. The next participant, having run up, takes 6 steps already from this mark. The winner is the team whose members will cover the longer distance along the track prepared by them. The most important thing in this game is to learn how to take rolling steps using the force of inertia.

"Centipedes". The game requires ropes - according to the number of teams. Their length should correspond to the length of the column open in the ski formation. All participants are divided into 2-3 teams. Holding on to the rope with one hand, they line up in a column one at a time. At the head of the column is a skier who has a good step. At the signal, the teams move to the finish line (always in step, without disengaging their hands). The race is considered over when the last one in the column crosses the finish line. The team whose players cross the finish line wins.

"Fan". To conduct the game, you need to choose a wide clearing - it should accommodate a line of 10-12 people at a distance of 3-4 m from each other. All participants stand with their backs or sideways to the finish line, on command they perform a stepping turn, trying to make the skis leave a clear imprint on the snow (the trail should remain in the form of a fan). Moreover, it is agreed in advance which turn needs to be done - by 90, 180 or 360 °. It all depends on how the participants will be located at the start. If at an angle to the finish, then by 90, if with the back - by 180, if facing the finish - by 360 °. In the latter case, after the signal at the beginning of the game, the participants first make a full turn on the spot, and then, having reached the finish line, make a 180 ° turn and return to the start line. Judges give marks depending on the dexterity of the turn from 1 to 5 points. In addition, an additional point is given for how quickly the player returned to the start line. Fan turn - the skier turns to the left - lifts the left leg with the toe up, and leaves the heel in place. At this moment, the weight of the whole body is concentrated on right leg. As soon as the left ski is placed on the snow, the weight of the body is transferred to it and the right one is put on. Then another step over, and so on.

"Zigzags". At the heart of the game is swing turns. All the weight is transferred to one ski, for example, the right one, and the other is lifted, turned toe up and set in the opposite direction. It is necessary to ensure that the sticks do not block the path during the turn.

At the heart of this game is a swing turn of 150, 160 degrees or even less, so that you can slide at an angle. The game is played between 2-5 teams. It can also be carried out as a relay race. Before the start of the competition, from the start line to the finish line, at a distance of 50-100 m, 10-15 flags are placed at a distance of 8-10 m from one another. The task of the participant is to ski from flag to flag, each time making turns in a swoop. Having reached the last flag, the player must return in the same way to the start line. Here he passes his ski poles as a baton to a teammate. The next number continues the race along the same route.

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1 OUTDOOR GAMES AND SKI RELAYS

2 The role of outdoor games in the sports training of young skiers can hardly be overestimated. In essence, here we are talking about using the most effective gaming method under these conditions. Its high dignity lies in the fact that it makes available the study of technically complex exercises. At the same time, the use of the game provides a comprehensive improvement of motor activity, where, together with motor skills, physical strength is formed and developed. Learning and improving in a playful environment gives skills a special stability and flexibility. That's what mobile games are for. And the younger the students are, the more time is given to them in the classroom. With the help of mobile games, you can successfully solve all kinds of problems. special training: physical, technical, tactical and psychological.

3 CLASSIFICATION OF MOBILE GAMES NON-TEAM games with drivers games without drivers TEAM with simultaneous participation of all players with alternate participation of the relay TRANSITIONAL

4 NON-TEAM GAMES In non-team games, there is no need to achieve the goal by common efforts. Each player acts independently, observing only the rules of the game.

5 TRANSITION GAMES In transitional team games, elements of coordination of actions appear within separate groups of players. At the beginning, the participants act independently, but as the plot of the game develops, groups are formed in which, when solving individual problems, they have to act in concert.

6 TEAM GAMES In team games competitions take place between playing teams. The actions of individual participants here are subordinated to the interests of the whole team. The set goal is achieved mainly by the coordinated actions of the players. Refereeing is necessary to determine the outcome of the game.

7 REQUIREMENTS FOR OUTDOOR GAMES When choosing a game, it is necessary to take into account the age characteristics of children, their physical and technical-tactical readiness, the number of classes, organization and discipline, the conditions for conducting this lesson, the availability of inventory. In order not to expand the range of educational tools, any of the already basic games are gradually complicated by the introduction of various obstacles, additions to the rules, changing the methods of movement. The game begins with the placement of participants, the appointment of captains and drivers. When explaining the game, you need to place the students so that they can see and hear the teacher well. It is best that the players are placed in their original position for the game. If at the beginning of the game the guys stand in a circle, then the teacher is not located in the middle of the circle, but in the chain of players. If the class is divided into two teams, and they are lined up one against the other at a considerable distance, then before the explanation, you can bring the teams closer, and then move them back to their original positions. During the game it is necessary to accustom schoolchildren to the exact observance of the rules, to achieve conscious discipline.

8 In addition to monitoring compliance with the rules, it is also necessary to ensure that students correctly perform the techniques that the game is aimed at reinforcing. For each technique (successful) you can earn additional points. The game must be ended at the moment when the students are still enthusiastic, but the first signs of fatigue are already visible. These signs are manifested in a decrease in the interest of the players, lethargy in movements, inattention, violation of the rules, an increase in errors, as well as in redness of the skin, sweating, etc. The end of the game should not be unexpected for the students, you can warn the players: “We are playing 3 more minutes, etc. To relieve excessive physical stress during the game, you need to periodically take breaks, filling them with an analysis of technical errors, clarifying individual points of the rules. Depending on the tasks to be solved and the physical condition of the students, the length of the distance covered, the number of repetitions, and the duration of pauses vary in relay races and games.

9 SKI RELAYS

10 RELAY RELAY Goal. To improve the technique of skiing, to develop tactical thinking among those involved. Location. Flat open area (100 X 40 m). Inventory. 4 large flags (2 red, 2 blue). Training. Players are divided into teams and counted in numerical order. Even numbers go to the opposite end of the court and line up there behind the starting line in a column one by one facing their odd numbers. To the right of the first person in the column, large colored flags are placed on the starting line. Between the starting lines laid at both ends of the clearing, the teams lay and roll their ski tracks well. The teacher is at the starting line at one end of the clearing, his assistant is at the starting line on the opposite side. They monitor the correct transfer of the baton. Holding. At the command of the teacher, the first numbers of all teams begin to run along the track to their second numbers; passing the baton with a touch of the right hand, they become the last in the column of even numbers. The second number starts running along the track, etc. When all the participants have run their stages and lined up on the opposite side of the site, the relay race ends. The first team to complete the task wins. Guidelines. The participant, preparing to receive the relay, becomes so that the bindings of his skis do not move forward beyond the start line. It is not allowed to run ahead of the start line until the relay is touched down. Participants go through their stages without sticks. The hand of the receiver of the baton must be on the right side of the flag and after the transfer of the baton it cannot be carried over the flag. The lower the air temperature, the shorter the relay stages should be. The relay stage is passed by the participant only with the move indicated by the teacher. In the event that the method of skiing is not indicated by the teacher, each participant can use the most advantageous method of movement for the given site and the nature of the terrain.

11 WITH AND WITHOUT STICKS Purpose. Work out the technique of skiing, the power of the push. Location. Flat open area with shallow snow cover. Inventory. 4 large flags and one pair of ski poles per team. Training. Two parallel lines are laid on the site (starting and finishing at a distance of m). Flags are placed along the edges of the lines (starting blue, finishing red). All participants are divided into teams and line up before the start in columns one at a time, the interval between columns is 8 10 m. The first team numbers have a pair of ski poles in their hands. The teacher is at the start line in the alignment of the blue flags, his assistant is at the finish line. They monitor the correct performance of the tasks and rules of the game by the participants. At the finish line, marks are made with an ink solution of the place where ski poles are placed (circle, spot). Teams roll their skis from the start to the place where the ski poles are placed at the finish line. Holding. At the signal of the teacher, the first numbers of all teams, pushing off with ski poles, run in a stepless simultaneous move to the finish line, stick their ski poles into the snow on the marks and run back in a sliding step, leaving their starting partners to their right. Pass the baton with a touch of the hand. The second skier starts running to the finish line, takes sticks there and, using them, returns to the starting line, passes them to the next participant, and stands at the end of the column, etc. until the last participant crosses the start line. The team that finishes the relay first is considered the winner. Methodical instructions. The participant can use poles only when running in one direction. The next participant can start running after his hand is touched by the one who finished running along the stage or he receives ski poles in his hands. Ski poles are transferred in a vertical position. The one who dropped the sticks on the finish line picks up and puts them in the snow himself, and only after that can continue running. The colder it is, the shorter the relay legs should be. The relay track must be well knurled in advance. When repeating the relay, sticks are stuck in the snow at the finish line in advance, the first participants run to the finish line without sticks, and return using sticks.

12 WHO HAVE STRONGER HANDS Purpose. Improve the technique of simultaneous stepless running. Develop hand strength. Location. Smooth, well-rolled clearing or area with a slight slope. Inventory. 8 flags (4 different color). Training. Participants are divided into two teams, lined up in columns one by one behind the start line, calculated in numerical order. Even numbers go to opposite side platforms and stand behind the line limiting the relay area, facing their odd numbers. The place where commands are built is indicated by flags. Each team lays and rolls for itself two parallel tracks with an interval of 1 m (right for even numbers, left for odd numbers). The teacher and one of his assistants are in the middle of the distance, on the side of the tracks of the first and second teams. Two other assistants at the start and finish. Before them the task is set: to monitor the acceleration and the correct passage of the route. Holding. At the signal of the teacher, the first numbers of all teams take the start, run up to the small flag and then each move along their own track, pushing with sticks, to their second numbers, which start moving in the opposite direction. The first numbers after the transfer of the baton are at the end of the column of second numbers, etc. The team whose last member finishes the baton first will be considered the winner. Methodical instructions. It is allowed to move along the track from the small flag to the finish line, only pushing alternately with ski poles, as in an alternating two-step course. Foot steps on this section of the track are penalized by adding two seconds (for each step) to the time shown by the team. The next participant can start running only after the previous participant crosses the line of flags. The length of the stages can be changed depending on the preparedness of the participants. It is necessary to prepare a solid support for the push. This relay race can also be carried out as a game: in this case, the participants run in one direction, start in pairs. The participant who came first gets one point, the second two. Then the second numbers start, their points are added to the first results, etc. The team with the fewest points is declared the winner. The task remains the same: to pass the stage, using only the pushes of the sticks. The teacher can set the task to move from start to finish only with simultaneous pushes of sticks.

13 SLIDE TO SLIDE Purpose. Improve the technique of climbing and descending from the mountains on skis. Location. For younger students, a small hill with a slight slope. For older and more advanced slide in m length with a fairly steep slope. Inventory. 4 large flags (2 single color flags per team). Training. The participants are divided into teams, which, having divided in turn into two halves, line up in columns one at a time (even numbers of the team on the mountain, odd numbers under the mountain) facing each other. The place for building teams both above and below is indicated by flags placed on the starting lines, the interval between teams is 8 10 m. The teacher is at the top, his assistant is at the bottom at the starting line. Holding. At the command of the teacher, the first numbers run uphill, using the method of ascent indicated by the teacher, they touch the second numbers with their hands, they begin to descend from the mountain, and the first numbers stand at the end of the column of even numbers. The relay race continues until each participant passes his stage twice: once uphill, the second downhill. The team, whose participants will pass their stages first, will be considered the winner. Methodical instructions. The one who took the baton has his hand behind the flag. The sender passes the line of the starting flag, leaving the team to his right. There is only one way to go up the mountain. To complicate the task, you can include requirements to bypass an obstacle, climb over a snow bank, step over a trench, move a flag from one place to another, etc.

14 SNAKE Goal. Improve the technique of a sliding step, develop a strong push with the foot, work out the technique of turning by “stepping over” in motion. Location. A flat open area or a gentle slope with well-rolled dense snow cover. Inventory of small flags on sticks (you can also use ski sticks of participants). Training. The participants are divided into two teams and line up in columns on the same starting line, the interval is m. In front of each team, sticks with flags are placed in one line perpendicular to the starting line (in parallel for both teams), the distance between the sticks is 3.5 4 m. The teacher is at the start , his assistants in the middle of the distance at the sticks. Holding. At the signal of the teacher, the first numbers of the teams start running in turn, bending around each stick (the first on the left, the second on the right, etc.). Having rounded the last stick, they turn back and run straight with a sliding step to the start, touch the next participant standing at the start, right hand, and they themselves become the last in the column of their team. Running starts the second number, etc. The winning team is considered to be the first to finish the relay. Guidelines This relay race can be carried out in a circle, it can be oncoming and linear. At the relay line, all participants leave their team to their right. You need to go around the flags in the order established by the teacher. The downed stick is put down by the one who dropped it, only after that he can continue to run along the distance. All participants go through their stages without sticks. For more advanced participants, the relay race can be carried out slightly downhill, which increases the speed and complicates the passage of the "snake"; you can enter the requirement to pass the "snake" skating(pass the distance between the flags in one step); let them use sticks.

15 FAST TURN BACK FASTER RETURN Target. To consolidate the previously acquired skills of descending from the mountain in various stances, turns on the move, ski braking in difficult conditions, uphill different ways. Location. A small but steep hill with a smooth roll-out, with a well-compacted snow cover. Inventory. 6 flags (4 large and 2 small). Training. Participants are divided into teams and line up at the top, to the right of the starting flags, in columns one by one facing the slope, the interval is 6 8 m. Flags are placed at 5 7 m from the end of the slope with an interval of m. At the foot of the mountain, 6 8 m from the big flags are placed ( up the slope) small flags indicating the start of braking. The teacher is located below, to the side of the turning flag, his assistant at the top gives the start to the participants. Holding. At the signal of the teacher, the first team numbers take the start, go down, turn right (each around their big flag) and go up the hill. After passing the baton, the second participant can begin the descent from the mountain. The team that finishes the relay first will win. Methodical instructions. The steepness and length of the slopes, as well as the distance between the turning and small flags, must correspond to the preparation of the participants. The longer and steeper the slope, the greater the speed during the descent and the further you need to put the flag around which the turn is made. By increasing the distance between the large and small flags, they create larger plot braking, thereby reducing the speed before the turn. Braking is allowed only after passing the small flag (6-8 m before the turn). The turn is performed by all participants in one direction. Sticking is not allowed. The participant who dropped the flag puts it in its place and only after that can continue to move. When repeating the relay, turns must be made in the other direction. The teacher can determine in advance the ways of skiing in all segments of the relay stage. With more trained participants, the relay race can be carried out without restrictions on speed. In this option, the tactical literacy and technical preparedness of the participants is tested.

16 FLAG IS RAISED - RUN! Target. To improve the skiing skills learned in the lessons. Location. A flat area, a gentle slope, a platform through which a ravine or some other obstacle passes, which must necessarily be located across the relay race distance. Inventory. 4 6 flags (2 for each participating team). Training. Participants are divided into teams and line up behind the starting line in columns one by one facing the finish line. On the relay race routes of each team, the teacher and assistants place exactly the same obstacles. A “snake” of 6 8 ski poles (or flags) is placed on a plain or slope, a gate is placed on the descent, and a large flag is placed at the finish line at the end of the relay stage. The relay leader is at the finish line, his assistants are at the start. Holding. At the signal of the teacher, the first numbers of all teams run forward, overcoming obstacles in their path: ravines, “snakes”, descents, ascents, etc., reach the finish line and raise the flag stuck there over their heads. Wave the flag overhead to signal the start of the run for the next skier on that team. The participant who has finished his stage sticks the flag into the snow at the finish line and remains at the finish line or returns to the start without interfering with the course of the relay race. The team that finishes the relay first is considered the winner. Methodical instructions. If the “snake” or “gate” flag on the slope is knocked down by a relay participant, then he must put them up himself, after which he can continue the relay. Standing on the start line near the starting participants so that they can see the finishing flag, the assistant teacher holds his hand on the shoulder of the next participant and waits for the flag to be raised. On a signal, he removes his hand from the participant’s shoulder and gives the command “march!”, on which the skier starts running to the finish line.

17 SKI GAMES

18 GUSKOM ON SKIING Venue: a flat snow area measuring 1 m, on which there are two ski tracks 150 m long. The turning point is marked with a flag. Inventory: 4 pairs of skis and 5 ski poles per team; flags for marking the distance and for judges. Content and course of the game: The class is divided into teams of 4 people each. Two teams are invited to the distance at the same time, which line up at the start line in a column one by one in a bundle using ski poles: three skiers are kept in a horizontal position, connecting the first to the last, as in the previous game. The first and last players on the team each use one more push stick. The judging panel, consisting of four people, and the other players observe the course of the competition and the gliding technique in conjunction. On a signal, the skiers move towards the flag, go around it and return to the start line of the finish line. The results of the first race are summed up, the following teams are invited to the start, and so on. Then the results of the first round are summed up, after which the team members change places: the first one takes the place of the fourth, and all the rest move one place forward. The game is repeated three more times so that each team member has time to play all the roles. Rules of the game: 1. During the passage of the distance, you must not break the clutch between the participants. 2. The movement of participants on the track must be synchronized. 3. You should start moving only after the signal. 4. The maximum score for passing the distance is 10 points. Maximum possible number points for four races For each technical error the team loses points. The price of each mistake is negotiated in advance. Summing up: The team with the most points wins. Methodical instructions. Before the game for the result, the teams should test the distance, and the judges should practice refereeing, clarify the rules.

19 ROW DOWN Venue: A gentle slope on a snow slide at a school stadium or park with a start line 3 to 4 m from the slope. The distance between the start and finish lines is m, the width is at least 15 m. Inventory: 4 pairs of skis and 1 pair of ski poles for each team of four; 4 flags for marking the start and finish lines; 8 10 flags of a different color to mark the distance of the course. Content and course of the game: The class is divided into teams of four people each at the request of students or by calculation. Teams can be formed from boys and girls separately or be mixed. Pupils position themselves randomly around the descent marked with flags, watch the descent of other teams and participate in the discussion of the technique of performance. At the start, four participants join hands, the extreme players each have a stick in their hands. On a signal, the teams perform three or four steps of the run and go down the hill, trying to cross the finish line as quickly as possible. The speed of the descent is maintained by the extreme skiers with the help of poles. The descent is considered completed when all four participants cross the finish line, holding hands. Then the results are summed up, after which the skiers change places: the extreme ones stand in the middle. Each team performs two or four descents. Rules of the game: 1. During the descent of the teams, you must not be on the track. 2. During the descent in the line, you must not break the clutch. 3. If the clutch was broken and then restored without stopping the movement, the team loses 1 point. 4. If during the descent it was allowed gross violation balance, but the participant did not fall, 1 point is also deducted from the team. 5. If the team stopped while moving, it loses 3 points. 6. If the clutch was broken on the downhill course, which led to the fall of at least one of the players, the team loses 10 points. Summing up: The team with the most points in two or four runs wins. Maximum number points for one descent 10.

20 CIRCLE CATCHING Venue: a snow area measuring m, on which a track is laid in a circle with a diameter of m, divided into four parts, the boundaries of which are marked with flags. Inventory: skis for each player; measuring tape and flags for marking the distance. Content and course of the game: The class is divided into five teams of 4 participants in each. The fifth team acts as judges. The first numbers line up on the track at the flags opposite their teams. On a signal, the skiers start running in a circle, trying to catch up with the one in front. The participant who caught up with him must step on his ski and shout: “Yes!”. The skier who has been stepped on the ski is out of the circle, and so on until one skier remains. The player who is eliminated first does not receive points, the player who is eliminated second receives 1 point, the third one 2 points; the winner gets 3 points. Then the second numbers start, and so on. Rules of the game: 1. You can not start running before the teacher's signal. 2. You can not go off the track and reduce the distance. Summing up: The team with the most victory points wins.

21 The players move on skis 1.5 2 m one behind the other in a vicious circle. The driver follows the circle in the opposite direction, gives the command “Stop!” He touches the stick of one of the skiers and continues to move quickly in a circle. At a signal, everyone stops, and the player, tagged by the driver, quickly runs in a circle in the same direction. Everyone wants to take free place. The one who did not have time to take a free place becomes the driver, the game continues. Rule. When running, you can not interfere with the players. TAKE THE PLACE OF

22 SHARK ATTACK The game is played on a restricted area. From among the strongest participants, a “shark” (leader) is selected. All other participants (fish) take off the sticks, put them in the center of the site and scatter. At the signal "shark" begins to catch "fish". The one who is bitten by the “shark” becomes the “shark kid”. He takes his sticks and also starts to catch "fish". The game ends when the last "fish" is caught. Salting players can only be done with your hand.

23 COSSACKS - ROBBERS A "prison" is marked on the site, which should be located near the wall (fence). All players are divided into two groups ("Cossacks" and "robbers"). The robbers scatter around the site and after 1 minute the Cossacks begin to catch them. The Cossack takes the pissed-off robber to prison. The robber goes on his own and does not resist, and the Cossack only accompanies him. If, during the escort, the Cossack runs away without bringing the robber to prison, he is considered free. In the prison, robbers are located along the wall and cannot move. At least one Cossack must be in prison, because. robbers can help out those who are in prison. If a free robber runs into the prison and knocks down the robber sitting there, then he becomes free. At the same time, the freed one can also free other robbers. The game ends when all the robbers are imprisoned.

24 HUNTERS AND DUCKS ON SKIING The game is played on a limited area, beyond which it is impossible to travel. Several hunters are selected, the rest are ducks. At a signal, the ducks "scatter" around the site. At the second signal, the hunters go out to “hunt”. One player is holding the ball. You can only throw it from the spot. Another player drives up to the bounced ball and throws the ball from this place. The game continues until all the ducks have been shot. The salted duck leaves the site.

25 CENTIPEDE ON SKIING "Centipede on skis". For the game it is necessary to have several ropes by the number of teams (usually 2-3). Their length is equal to the length of the open column of the command. Schoolchildren on skis line up in a column one at a time without sticks and, holding on to the rope with one hand, on a signal, they begin to move to the finish line without disengaging (a sliding step must be performed in the foot). Usually the team is led by a young skier who has a good command of the gliding step technique. Teams compete on parallel tracks, the finish is determined by the last participant in the column. The game can also be played without a rope. Schoolchildren line up in a column; each of them stretches one stick forward, the other back. The sticks are interlocked in rings in front and behind by standing skiers, forming a single chain. The leader and trailer have one support stick. Everyone else on the team moves by holding sticks. The rules are the same as in the previous version with a rope: skiers run in a chain without letting go of the stick. Such games are held with students who have mastered the sliding step well in order to further improve it. In the lower grades, schoolchildren are not yet able to move in a coordinated manner in such a column.

26 CONCLUSION At the stage of the pedagogical experiment, the compiled set of outdoor games was used during physical education lessons for ski training and the effectiveness of this complex was confirmed by the data obtained during the secondary ascertaining experiment. Thus, it can be concluded that the use of outdoor games during the ski training of students increases the interest and effectiveness in physical education lessons.


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Games in learning to ski.

Target:
Improving the ways of skiing and the development of motor qualities.
Tasks:
educate students about the positive impact of physical activity on fresh air in winter time of the year;
stimulate the desire for independent skiing;
instill in students the need for a healthy lifestyle.

At the first lesson in ski training, I create a motor idea of ​​the method of movement being studied. Then the students try to do it first on the spot, then on the move. At the end of the lesson, I give a game or game task. In the next lessons I return to the game to consolidate and improve the motor action. In addition to overcoming the monotony of performing an exercise in a game, children actively connect their consciousness to solving a particular problem. For example, in the 3rd grade I give a game task:

"Who will make fewer sliding steps for 30 m (without sticks)."

The guys have two solutions: go the distance with fast, strong pushes or overcome the distance, strongly pushing off, but making the most of the slides. Children themselves find the answer: with strong repulsion and maximum use of sliding, the number of sliding steps is less.


In outdoor games, as if imperceptibly, students acquire many skills and abilities that facilitate mastering educational material. In addition, structurally related movements in the game at the stage of familiarization with a motor action prevent errors in its implementation. In games, motor action is closely combined with the development of motor qualities. And the formed skills are flexible, adaptable to changing conditions.

I offer colleagues several games for ski training lessons.

"Where can you go in two steps"

(For sliding step)
The first numbers of all teams must take two steps from the starting line, trying to fully use the glide on the ski (to the stop). At the place where the skier stopped after the second step, the teacher puts a flag. The second participant runs from the starting line to this flag and takes his two steps. The flag is moved to the bracket of the stopped second skier, etc. The winner is the team whose flag is ahead of the rest after all participants take two sliding steps.

"On one ski"

(For simultaneous stepless running).
Players are divided into equal teams and line up in a column one at a time, each standing on one ski at the starting line. At 30 - 40 m, a turn line is outlined (marked with flags). On a signal, team members slide on one ski, pushing off with sticks, to the line, turn and slide back, passing the baton to the next player. The team that reaches the finish line first wins.

"Ride Between the Gates"

(For pivoting stop)
Students line up at the top of the slope. Two cubes are installed on the roll-out from the slope. The distance between them is 15-20 centimeters. The task of the students is to take turns turning with an emphasis so that the ski that does not make a turn passes between the cubes and does not knock them down. The task can be complicated or simplified by changing the angle of rotation and the number of gates.

"Long beads"

(For plow braking)
Students line up at the top of the slope in one line. Their task is to make as many brakes as possible with the plow during the descent. After the descent, traces remain, like beads, and the one with the smallest “beads” will have the “longest beads”. The winner is the student who managed to draw the "longest beads" both in length and in the number of "beads".

"Who has a straighter line"

(For stop braking)
Students line up at the top of the slope. The task of the players is to perform stop braking. Mark the players who, after the descent, have a straight line from the ski that does not brake. Options: who will ride further when braking with an emphasis; who is faster to stop after braking with an emphasis.

"Friendly couples"

(For stop braking)
Players line up in pairs at the top of the slope at a well-groomed track. 5 m below the top, next to the ski track, flags are placed on both sides. One player stands with his right ski on the left ski track, the other is located nearby. The second player stands with the left ski on the right ski track. The players join hands. On a signal, the couple starts the descent and, having passed the flag, brakes with an emphasis - one skier with his right, the other with his left foot, trying to ride as far as possible. The pair that rolls the farthest wins. Option: which couple will stop closest.

"Do not hurt"

The players are built on the top of the slope in a line with an interval of 2 m. Each, going down his own ski track, must skip the object lying on the track between the divorced skis. Skis should be parted directly in front of an object lying on the snow, then immediately reduced. The teacher marks the best skiers.


In striving for the strength of the acquired skills, it is necessary to repeat the games systematically. Certain requirements should also be adhered to: correctly select games according to the structure of the studied motor action, according to the level of development and strength of students; clearly formulate the content of the game, its tasks and rules; when determining the result of the game, take into account not only the speed, but also the quality of the task; gradually move from familiar games to unfamiliar ones, from simple to complex.

Outdoor games on skis

"Salki"

With the help of this game, you can compact the area well and prepare it for further exercises.

The game is played on a small court, such as a basketball court. The driver is determined, and all students scatter around the site. The driver tries to overpower the fleeing. You can salt only with your hand and only the player himself, and not his skis or folders. You can also salt those who have fallen, and those whose skis have come off. If the driver taunts someone, then he becomes an ordinary player, and the one who was taunted becomes the driver. He raises his hand up and then begins to drive. It is impossible to respond to a player who was a driver (for a certain time).

If there are many students, then they can be divided into two groups (for example, boys and girls), which will play on the same site, but independently of each other. At first, the game is played without sticks, and as the ski technique is mastered, with sticks.

"Fox Hunt"

The game is played on a limited area, the size of which is chosen depending on the age and level of training of the students. It can be a school stadium, a park or part of it, a forest area, etc. The game arouses the greatest interest among schoolchildren when it takes place on rough terrain.

Choose or appoint three or four "foxes" who are given time to run away,

Then all the rest (“hunters”) go hunting. Foxes can run or hide somewhere. A fox that has been tagged is considered to be caught. All captured foxes gather near the teacher. Everyone else approaches him at the end of the game.

"Hiking"

This is a game to test ski skills in elementary school.

At the beginning of the lesson, the teacher informs the students that they are all going on a hike. Explains to children the rules of conduct on a campaign: move in a column one at a time, do not overtake partners, keep a distance, help comrades, keep up. When skiing, the teacher is in front, and the most prepared student is behind. The speed of movement is selected taking into account the preparedness of the students. The route of movement of the participants of the campaign should pass through unfamiliar places, i.e., where the corresponding lessons were not held. Children move on loose snow and ski tracks, overcome ditches, descents and ascents, go around trees and other obstacles. By the end of the allotted time (lesson), everyone returns home (to school).

"Salki on the Hill"

This game is similar to the game "Salki", but it is played on a hill. The main purpose of the game is to improve the descents, turns, stops and ascents. Initially, "Salki on the Hill" is played without sticks, and as skiing techniques are mastered, they are played with sticks.

"Salki with a ball"

For the game, use a playground measuring approximately 60 x 40m (for example, a school football field), as well as a tennis or rubber ball of the same size.

All participants are divided into two groups. The first group of players (running away) is located along the end line of the court outside. Players of the second group (sleds) leave ski poles behind the site and are located on the site. The teacher or any first team player throws the ball into the court. This throw is a signal for those who run away to start skiing. They quickly move to the opposite end line within the court and cross that line. The tags pick up the ball and try to hit as many fleeing players as they can with it as they move. In this case, the ball is thrown from the place where it was picked up. You cannot move with the ball in your hands. You can knock out the same player several times. It is impossible to block the way of those who run away and to detain them. Runaways, even if they are hit from the game, do not drop out, but continue on their way. After all the evaders cross the opposite end line, the teams change places and repeat the game. The team with the most ball hits on opponents wins.

"Catchers"

On a spacious clearing, a ski track is laid in a circle and it is divided into sections of equal length and the start line is marked with a flag or twig. Players stand one at each start line. A general start is given, the players, developing maximum speed, try to catch up with the skier walking in front and touch the ends of the opponent's skis with their skis. As soon as this happens, the one who was caught up is out of the game. The game continues until there is only one skier left on the track, who becomes the winner.

"Which tree has fewer branches"

The players are divided into two teams and stand in two columns on the start line. For each team, a judge is appointed to count the number of skating sliding steps. On a signal, the first numbers in the columns move to the finish line by skating without pushing off with their hands, trying to take as few steps as possible on the control section. Then a command is given for the second, third, etc., the team wins, which in total made fewer skating sliding steps, figuratively called Christmas tree branches.

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"Ski centipede"

Teams of players line up on the start line in a column one at a time. The leading and trailing team players have two ski poles, the rest of the skiers have one stick each, for example, in their right hand. The first in the column leans on one (let's say, left) stick, and gives the second (right) stick to the one following him, and he holds it by the lower end, in front of the stop ring, and stretches his stick to the next player, etc., it turns out a chain connected by sticks skiers of the same team.

On command, the skiers, without disengaging, go to the given skiing to the finish. The team whose bottom player crosses the finish line first wins.

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"Bold Descents"

They choose an open, even, long slope, mark the start line at the top of the slope, and the finish line at the rollout. All players line up at the start. On command, the players descend the mountain and complete the tasks set for each game. The following options are possible.

First option descent with sitting down.

Skiers during the descent bend and unbend their knees, holding the sticks in the middle. The player who goes further wins.

Second option - descent with the arrangement and collection of objects (flags, twigs), a team game. When descending, the first player of the team places (sticks into the snow) a set number of objects on the control section. The second one collects all the placed objects and, going uphill, passes the teams to the next player, etc..gif" width="81" height="15 src=">The team wins, the last player to cross the start line first.


Attachment 1

Modeling the terrain of the track to increase the number of climbs

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By ski

Fifteens on skis

Before the start of the game, flags mark the boundaries of the site. 10-15 people can play. All players are on skis, but without poles. One or two players are chosen as leaders. Children scatter around the playground, and the drivers try to tarnish them. The one who is tarnished becomes the leader. He must stop, raise his hand and loudly announce: "I drive."

Bend over and lift

The game is played on a small slope. Playing on skis, one by one, go down the hill. On the way on the mountainside, they must pick up the object laid there (skittles, town, etc.). For this you need

Sit down, bending your legs harder, then straighten up. Not immediately and not everyone succeeds in doing this, but after several trainings this can be achieved. When the guys are well trained, the task can be complicated: they must first lift the object with their right hand, going around it on the left, and then with their left hand, going around on the right.

On one ski

Several players go 15-20 m on one ski, Pushing off with sticks. The winner is the one who vride faster, without stumbling even once with a free foot in the snow.

Take a seat

The players, standing on skis, line up in a column of two, but each of the columns represents a separate team.

The players begin to slowly move forward, all the while maintaining alignment in pairs. At the signal of the leader, the players of the first pair quickly turn to different sides and run on skis along their columns (outside) to the tail of the column. Here they turn again and each of them tries to quickly take a place behind the last player of his team. After the first pair, again at the signal of the leader, the second one runs, followed by the third, then the fourth pair, etc. to the last.

For each player who runs to his place first, the team receives one point. The team that gets the largest number points.

tanks

The start and finish lines are marked on the site. The distance between them is 20-25 m. The players are divided into groups (6-8 people each) and line up at the start line in columns one at a time. Each player has a stick, the free end of which he extends to the next player of his team, so that one long chain is obtained - a tank. On command, all tanks begin to move towards the finish line. The group whose tank comes first wins.