Download outdoor games for day camp. Material (3rd grade) on the topic: Outdoor games for summer camp

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One two three four five!

Progress of the game: a leader is selected from among the players, the remaining players form a circle, facing the leader, who stands in the center of the circle. All players receive their serial number. The players, holding hands, walk in a circle until the leader calls out any number of numbers, for example “2” and “12”. Players with these numbers must quickly change places. At the same time, the driver also tries to take one of the temporarily vacant seats. If he succeeds, the late player takes his place, i.e., becomes the driver. The winners are those children who have never been a driver during the entire game.

Special notes: the driver can call not only 2, but also 3 and even 4 numbers. Players must change places as soon as the last number is called after the “i”.

Bisons in the steppe

Progress of the game: players are divided into 2 teams - “bison” and “antelope”. Teams line up on opposite sides of the court at a distance of 20 m from each other. Conventionally, the area - the steppe - is divided into 2 equal parts by the middle line. One half belongs to the “antelope”, the other to the “buffalo”.

One of the teams starts the game by lot. One of the players of this team goes to the center line, makes several distracting movements and steps with both feet beyond the center line, i.e. into the opponent’s territory. Then, turning around, he runs to his original place. As soon as a player from the first team (for example, “buffalo”) crosses the center line, the player from the “antelope” team standing opposite takes off and tries to catch up and touch him before crossing the starting line. The one caught is taken prisoner. Game continues.

Special notes: the player who starts the game is not allowed to return to his place if he has not stepped both feet into the opponents' territory.

African dance

Attributes: 5 clubs or pins.

Progress of the game: A large circle is drawn in the center of the playing area, and a square is drawn in its middle and 5 clubs are placed - 4 at the corners of the square, and one in the center.

Players stand around the drawn circle and begin to move clockwise. At the leader’s signal, those standing in the circle begin to pull their neighbor on the right so that he touches the mace and drops it. Whoever knocks down the mace is out of the game. The game continues.

Special notes: the mace is put back after falling, and the game continues for 10-15 minutes.

Pyramid

Purpose of the game: development of motor abilities, development of a good eye.

Attributes: 7 small balls or spheres, a medium-sized rubber ball, 20-30 chips.

Progress of the game: a pyramid of balls is built in this way: 5 balls are placed on the ground, and 2 are on top, or 6 are placed on the ground, and 1 is on top. A circle with a diameter of 0.5 m is drawn in the center of the playing area with chalk. A playing line is drawn at a distance of 2 - 3 m from it. The driver is selected from the players according to the counting rhyme. In the outlined circle, 7 balls are placed in a pyramid. Players take turns throwing the ball into the pyramid, standing behind the playing line. The one who breaks the pyramid receives a chip from the driver and gives way to the next player. The one who collects the most chips wins.

Special notes: when the entire pyramid is destroyed, the driver collects the balls and builds a new one.

Fun Train

Purpose of the game: development of motor, communication abilities and dexterity.

Attributes: chairs according to the number of players.

Progress of the game: The leader, the “engine driver,” is selected from among the players. The remaining players, representing the carriages, stand one after another at a distance of 0.3 m from one another. To the right of each player is a chair. The presenter lines up the “carriage” players, creating an impromptu train out of them: each player puts his hands on the shoulders of the previous player. At the presenter’s signal: “Train!” - the “cars”, led by the “driver”, begin to move quickly in different directions, moving away from the chairs. At the signal: “Station!” - "carriage" players must quickly run to the chairs and grab onto one of them. The “machinist” also tries to grab one of the chairs. The player left without a chair becomes the “driver” and the game continues. The winners are those players who have never been a “driver” during the game.

Special notes: a player who grabs a chair later than another may have time to run to the next chair.

Tigers and antelopes

Purpose of the game: development of motor, communication abilities, speed of reactions.

Progress of the game: players are divided into 2 teams - “tigers” and “antelopes” - and stand in lines at a distance of 5-6 m from each other.

Game scheme

Each row on its right side draws a circle with a diameter of 3 m at a distance of 5-6 steps - this is a shelter.

Having received the right to start the game, the first player of the antelope team runs up to the first player of the tigers team and stands in front of him. He extends one hand so that the enemy hits him in the palm. The “antelope” player hits the outstretched hand of the “tiger” opponent 3 times, trying to quickly and deftly run back to his place after the third hit. If he fails, he becomes a prisoner of the Tiger team. The following team players enter the game in order. The winner is the team that was able to take the most prisoners.

Special notes: you can hit the palm from below or from above; When pursuing, you cannot push the enemy.

Elephants and giraffes

Progress of the game: city lines are drawn on opposite sides of the playing area, with a middle line drawn between them. Players are divided into 2 teams - “elephants” and “giraffes”. Each team chooses a captain. Teams line up on opposite sides behind their city line. At the signal, the captain of the “elephants” team sends one of his players to the “giraffes”. He must run to the opposing team, touch one of the “giraffes” with his hand and manage to escape to his city.

The “giraffe” that the “elephant” touched must try to catch him up to the center line. If he manages to do this, then the “elephant” is eliminated from the game. The team that retains the most players wins. When the game is repeated again, the giraffe team starts it.

Merry mail

Attributes: various things for forfeits.

Progress of the game: The leader, the “postman,” is selected from among the players. There is a conversation between him and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From Africa!

- What do they do in Africa?

The presenter can say that in Africa they sing, jump, and dance. All players must do what the leader says. The one who could not complete the task gives the presenter his forfeit. Players whose forfeits are from the presenter must redeem them. They dance, imitate animals or sing as they do in the country named by the “postman” host. The game can be repeated with a new “postman” leader.

Special notes: tasks can be created not only by “postmen”, but by all players.

Ball off the wall

Purpose of the game: development of motor abilities, dexterity, reaction speed.

Progress of the game: All players stand one after another, facing the wall. The first player throws the ball at the wall, and the one behind him catches it. Having caught the ball, he also throws it at the wall, and the third player catches it. Game continues. After the throw, the players stand last in the column. A player who does not catch the ball is out of the game.

winged ball

Purpose of the game: development of motor, communication abilities, ability to handle the ball, dexterity, reaction speed.

Attributes: medium sized ball.

Progress of the game: players are divided into 2 teams and stand opposite each other at a distance of 5-6 m. A line is drawn in the middle of the court, between the players. One of the players, the driver, stands on the line. At the signal, the children begin to throw the ball to each other. The player who catches the ball quickly throws it to the driver. If he misses, he stands on the line instead of the driver. If the ball hits the driver, then all the players run away, and he tries to make fun of those running away. The player who was hit by the driver changes places with him.

Special notes: the driver is allowed to run along the line and catch the ball. If he catches the ball, he will change places with the player who threw the ball.

Jump with the kangaroo!

Purpose of the game: development of motor abilities and dexterity.

Progress of the game: all “kangaroo” players stand in a circle facing inward at a distance of 1 m from each other. Each player draws a circle with a diameter of about 40 cm on the ground around him. After this, one of the players - the driver - stands in the center of the large circle. One small circle remains free. After the host’s words: “Game!” - the player to the left of whom there is an empty circle jumps into it with both feet. If the driver manages to occupy the vacated circle earlier than the next player, then the latter becomes the driver and the game continues.

Special notes: as the game continues, any player can become a driver if they wish.

Nimble piglets

Purpose of the game: development of motor abilities, development of the ability to handle the ball and work in a team.

Attributes: medium sized rubber ball.

Progress of the game: all players are “pigs”, one player is the leader. Players stand in a circle at a distance of 1 m from each other, holding their hands behind their backs. The leader stands in the center, puts the ball on the ground and, kicking it, tries to roll it out of the circle. The players do not miss the ball, they kick it back to the leader. The one of the “pigs” who misses the ball takes the place of the leader.

Special notes: Players must not touch the ball with their hands. The ball can only be hit so that it rolls on the ground. The leader should not leave his place in the circle.

Cheerful kangaroos

Purpose of the game: development of motor, communicative and creativity.

Attributes: several small stones.

Progress of the game: 2 lines are drawn in the center of the site at a distance of 3 m from one another. On 2 sides of them, another line is drawn at a distance of 10 m - these are houses. Players are divided into 2 teams and stand opposite each other behind the center lines. By lot, one of the teams starts the game. The “kangaroo” players of this team try to jump on one leg to their house, and their opponents, also on one leg, catch up with them. For each player defeated, the team receives 1 point. On its center line, each team places as many pebbles as it hit the runners. When the game ends, the Kangaroos return to the center lines. When repeating the game, children change roles. The first team to score a conditional number of points (pebbles) wins.

Special notes: you can only hit a player jumping on one leg; If a player stands on 2 legs, he is eliminated from the game. During the game you can change your leg. Those who hid in the house cannot be salted.

Cloudy

Attributes: several pins.

Progress of the game: in the center of the playing area, a circle is drawn - the sky, along the line of which pins - clouds - are placed. The “cloud” players stand outside the circle line and join hands. They walk in a circle, and each one tries to make his neighbor touch the cloud pin. The player who hits the pin is out of the game.

Special notes: the game ends when the last 3 “clouds” remain in the circle.

Smart piglets

Purpose of the game: development of motor and communication abilities, dexterity.

Attributes: large rubber ball.

Progress of the game: players - “pigs” - stand in a circle facing the center at a distance of 1 m from each other. The driver - “Big Boar” - stands in the center of the circle, calls one of the players by name and throws the ball on the ground so that it bounces in the right direction. The one whose name the presenter called catches the ball and hits it, standing in one place. The player hits the ball exactly 5 times, counting out loud, then throws it to the “Big Boar”. The game continues until one of the players drops the ball.

Special Notes: The player who dropped the ball changes places with the Big Boar.

Cheetah and zebras

Purpose of the game: development of motor, communication abilities, dexterity.

Attributes: large rubber ball.

Progress of the game: A driver is selected from among the players - “cheetah”. The rest of the players are “zebras”. "Zebras" stand in a circle, and "cheetah" - in the center of the circle. The cheetah has the ball. He puts it into play, and the “zebras” begin to throw the ball to each other so that the “cheetah” cannot grab it. If the "cheetah" intercepts the ball, the "zebras" scatter in different directions before the "cheetah" shouts: "Stop!" The players freeze in their places, and the driver, without leaving his place, throws the ball at any of them. If he hits, then the caught “zebra” becomes the new driver, and if he misses, he leads again.

Special notes: when throwing the ball should not fly much higher than the players’ hands. You cannot run with a ball in your hands.

Ostrich and kangaroos

Purpose of the game: development of motor and communication abilities.

Attributes: large rubber ball.

Progress of the game: The driver is selected from among the players - “ostrich”, all the rest are “kangaroos”. Players stand in a circle facing the center at a distance of one step from each other. “Ostrich” stands in the center of the circle, calls one of the players by name and throws the ball on the ground so that it bounces in the right direction. "Kangaroo", whose name was given by "ostrich", catches the ball and hits it. The number of ball hits is set by agreement, but not more than 5. After hitting the ball, the ball is thrown to the “ostrich”, and the game continues until one of the “kangaroos” drops the ball. In this case, the game starts over. The one who dropped the ball takes the place of the “ostrich”.

Special notes: hit the ball while standing in one place. The Kangaroo takes the place of the Ostrich only if it has picked up the ball from the ground.

Beast Relay

Purpose of the game: development of motor and communication abilities, dexterity and attention.

Progress of the game: players are divided into 2 teams and each line up in a column, one at a time, parallel to one another. The distance between the columns is about 2 m. The finish line is drawn 20 m from the columns. Players receive the names of different animals: the first in the columns are “bears”, the second are “giraffes”, the third are “elephants”, the fourth are “leopards”, the fifth are “kangaroos”, the sixth are “wolves”, etc.

The presenter unexpectedly names one of the animals, for example a wolf. Players in sixth place run to the finish line and return back. The presenter names another animal, etc.

Special notes: you should run to the finish line and only at the leader’s signal.

Donkeys, bear cubs and colored balls

Purpose of the game: development of motor, communication abilities, reaction speed.

Attributes: medium-sized balls according to the number of players, approximately 30 small balls or balls, 3 balls of the same color.

Progress of the game: on playground draw cells measuring 0.5 x 0.5 m, placing them at a distance of 0.3 m from each other. At a distance of 2 m on both sides of them, horse lines are drawn. 3 balls are placed in each cell.

Game scheme

Players are divided into 2 teams - “bear cubs” and “donkeys” - and stand behind the lines opposite their opponent’s cells. The game begins with all the “bear cubs” rolling balls and taking the balls knocked out of the cells.

Then the players of the “donkeys” team roll the balls. The team whose players knock out the most balls wins.

Special notes: when rolling balls, players stand behind the line. Players roll the balls one by one.

Interaction games

During the organizational period, it is very important not only to introduce children to each other, but also to include them in interaction. What could it be more useful than games, in which each participant will be able to show their best side!

Layout

Create a dream layout using those suggested by teachers stationery. Moreover, each group continues the work of the previous one.

sitting circle

The team forms a close circle (the guys stand shoulder to shoulder). Then ask them to turn 90 degrees to the right. Assignment: you need to slowly sit on each other’s laps and touch the shoulder of the person behind you with your hand.

Wall

Holding hands, participants enter the water and line up. When the whistle blows, they must release their neighbor's hands and run out of the water. The fastest one wins.

Pillow

While swinging the suspended pillow, participants must collect objects placed on the ground. The participant who gets hit by the pillow is eliminated.

crooked wheel

Everyone stands in a circle. It is necessary, holding hands, to walk from one football goal to another.

Portrait of a counselor

The guys must collectively draw a portrait of the counselor, passing the felt-tip pen around.

Pass it along the chain

Participants lined up pass an object to the person standing next to them. in different parts body (chin, elbows, knees, etc.)

Wall

The same number of girls and boys stand opposite each other. The girls, having conceived a gesture, clap to the beat of the music and approach the boys, show this gesture, turn around and go back to their place. The young men demonstrate their gesture in response. The team that is the last to demonstrate its gesture before the end of the melody wins. Gesture options: touch the tip of the nose of the players of the opposite team, send air kiss, wink, etc.

Dancing balls

Conventionally, the circle of dancers is divided into two halves. Released 1-3 balloon, which the players throw to each other in the dance. The half that has fewer balls on it by the time the music ends wins.

Dancing cap

The dancer in the center of the circle takes off his cap and places it on the head of any of the dancing children. The dancer in the cap must step into the circle and show several movements, which all the guys dancing in the circle repeat after him. Then he passes the cap to another dancer, and everything is repeated.

Slow dance invitation ribbons

The presenter asks a group of girls and boys to stand separately. He takes several ribbons in his hand (in the middle of the ribbon). Girls take the ribbons from one end, and boys from the other. The presenter releases the tapes and moves away. Boys and girls wind up the ribbons and meet, forming pairs for a slow dance.

Name in the center

During a disco, the dancers form a circle. They call him to his center one by one, for example. Sasha or Lena. The circle begins chanting their names to the beat of the music. This continues until all players are in the circle. This way everyone gets a chance to dance and learn other names.

Say hello with your noses

Say hello to as many people as possible in 1 minute. You can greet with your hands, noses, knees, etc.

Hugging tulle

A game like tag, but with one new rule: you can’t tag those who are standing tightly hugged. But you can stand like this for no more than 7 seconds.

Determine by touch

The group stands in a circle. We need to go through and determine who has the most warm hands(noses, ears...).

Pouch

The group stands in a circle and, taking each other by the arms and stretching their arms forward, throws a bag of peas around the circle. The main thing is not to drop it, since in this case the game starts all over again. Then the bag is thrown over one, then through two.

Association

The driver turns away and covers his ears. The players make a wish for one person sitting in a circle and call the driver. The driver asks what the player they have guessed is associated with, thus trying to determine who they have guessed. The number of questions is not limited, but the driver only has three attempts to name the hidden player. Example of questions: the hidden player is associated with such a flower, with such a time of day, etc.

Cat dog

The players sit in a circle. The presenter offers the game for attention. He says to the neighbor on the right in narrative form: “Dog,” and to the neighbor on the left, “Cat.” The neighbors ask again in a questioning manner. Neighbor on the right: “Dog?” Neighbor on the left: “Koshta?” The presenter answers affirmatively to the neighbor on the right: “Dog.” To the neighbor on the left: “Cat.” After this, the neighbor on the right addresses his neighbor on the right, saying in a narrative form: “Dog.” He asks again: “Dog?” The neighbor to the right of the leader again asks the leader: “Dog?” The presenter answers in the affirmative: “Dog.” Neighbor on the right: “Dog.” The procedure is repeated in a circle. Similarly, the word “Koshta” is transmitted on the left side. The players' task is not to get confused. The game will end when the word “Cat” comes to the leader on the right side with a narrative intonation, and the word “Dog” on the left side.

Pen

The players sit in a circle. The presenter will pass the pen to his neighbor and say: “I am passing the pen correctly.” Next, the pen is passed around each other in a circle, and the presenter comments on whether the pen is passed correctly. The players' task is to guess how to pass the handle correctly. The presenter can make the most different variants. For example: the one who smiled at his neighbor correctly conveys the message, looks at the neighbor, etc.

Find a pen

Two teams of 3 to 12 people play. Players of one team leave the room or close their eyes. The second team's task is to hide the pen so that it is visible (that is, it is not hidden by any object), but so that it does not catch the eye. The presenter monitors compliance with this condition. The opposing team is invited. The presenter times the time. In complete silence, the players look for the pen. The person who notices it should sit quietly on a chair without revealing where he found the pen. The last player must take it and sit on a chair, after which the leader announces the search time. The teams change roles. The team that spends the minimum amount of time searching for the pen wins.

Find this without knowing what, do that without knowing what

A driver is selected from the group of players and leaves the room. Players think of any object in the room and the action that needs to be done with it (for example: a rag, wipe the window sill). A driver is invited. He searches for an object, focusing on the strength of applause. If the applause is quiet, he is far from the subject, loud applause is close to it. A flurry of applause means that the item was found correctly. In the same way, you have to guess what to do with the object. Quiet applause means an incorrect action, loud applause means you are approaching the intended action, a flurry of applause means the action is guessed right.

Build a fortress

The players sit in a circle on chairs. The driver is blindfolded in the center of the circle. He is a guard protecting the territory. Those sitting are enemies who must build a fortress on the territory, for which they need to be able to form all the others on one chair (the number of chairs is equal to the number of players). The driver seeks to stop the builders. With his hand he shows where he hears the sound from, saying: “Here.” If he managed to point to the builder, then the builder is eliminated from the game; if he pointed to the construction site of the fortress, it must be rebuilt in another place. If the fortress is built, the builders win.

Zhovzhelit

Translated, “zhovzhelit” means to do something. Having chosen a driver who leaves the door, players think of any verb. The driver must guess the hidden word. To do this, he asks questions to the players, clarifying the attitude of the players themselves to the implementation of the hidden action, replacing the hidden word in the question with the verb “zhovzhelit”. For example: Rita, do you like to chew? Vasya, is it better to live your life alone or in a group? etc.

Bath

Having chosen a driver who leaves the door, players make any wish public institution. The players ask the driver questions about his attitude towards the mysterious institution. Not knowing what they are talking about, the driver answers at random, but based on the reaction to his answers and the content of the questions, he must guess and name the hidden institution.

Situation

Those who know the game invite those who want to join one by one. Before this person comes in, they make a guess about the situation. For example, a person who has just entered has been bitten by a dog (or has just returned from China). But the person entering is not told about the situation, but rather, with small comments, they monitor his reaction to what is happening, comparing the situation and the behavior of the person entering.

Three musical words

The players are divided into three groups, choose a driver, and he moves aside. The presenter thinks of a word of three syllables. Each group gets a syllable and sings it to their own tune. The driver guesses this word in the general chorus. For example: MO-LO-KO. MO - "Katyusha", LO - "Lambada", KO - "Moscow Evenings". Or you think of a phrase, for example, “I love you,” and at the command of the leader, all groups simultaneously say (shout) their words. The driver's task is to guess the phrase.

Shadow running

One participant makes funny movements and gestures while walking. The other portrays his shadow and tries to exactly repeat all the steps and actions.

Games for children's school camp.

Competition "Who can count better" The first comic competition game will tell you which team can count better. To do this, you need to create two groups of children, each containing 8 people. The guys line up in a line, and numbers from 1 to 8 are attached to their backs, randomly. Children do not know what number is on their back, but they can see the number of the player in front of them. The essence of the competition is to line up as quickly as possible so that the score is correct.

Competition “Artist, or like a chicken paw” You can also use creative competitions in camps for children. Here, for example, is an excellent competition that will help reveal a non-standard artist in a child. To do this, you need to take one person from each squad. The essence of the game: you need to use a pencil and your foot (not your hand!) to draw a picture (the same for everyone). For example, a house or a flower. Whoever does it better wins.

Competition "Crocodile". We must also remember that competitions at a camp for children should also be very fun. So why not play good old Crocodile with the kids? To do this, you need to choose one person who will be the leader. Children from different teams sit in front of the main player and try to guess what he is showing. In this case, the presenter should not use words or other sound cues. The team that scores the most points throughout the competition wins. Each guess by a team member is worth 1 point.

Competition "Cooks" We also need to remember that competitions in camps for children should also teach children something useful. That's exactly what this competition is. For him, the children are divided into two teams, one of which “cooks” the soup, the other - compote. That is, participants must take turns naming vegetables or fruits. And so on until one team knows what to say. Alternatively, this could be a captain’s competition, where not the whole team, but only one person will name vegetables and fruits.

In search of treasures . Picking up interesting competitions for children in the camp, you must not forget to organize a game for the children called “Treasure Search”. To do this, you need to hide the treasure in a certain area and post clues that should help the players move forward. As a result, the winner is the team that found the treasure before the rest. Please note: this competition also includes adults. After all, it is best to hide treasures somewhere in the forest.

Animals. What other competitions are there for children at the camp? Cheerful! So, you can just fool around. To do this, the guys are divided into two teams. The players of one meow, the other ones grunt. Then everyone is blindfolded, the children mix among themselves. The goal of the game: with your eyes closed, find all the members of your team, eventually holding hands in a chain.

The attentiveness competition is an individual competition .

That is, everyone plays for themselves here. Although as a result, the winner can also represent the entire team. So, all the children stand in a row. When the leader says “sea”, everyone should jump forward, “land” - back. The presenter can also say “water”, “river”, “lake” and so on, that is, everything that relates to water. And the same with land. Variations: “shore”, “earth”, “sand”. Those children who jump incorrectly are eliminated from the game. There must be one person left who will bring the winning score to his team.

Portrait. It often happens that you have to spend some time in the building. To do this, you need to have in stock various competitions for children, which can be held in an indoor camp without much difficulty. An excellent competition in this case is for the ability to draw. So, each player chooses a “victim” for himself, that is, the person he draws (from those present). Next, all other participants must guess who is depicted in the portrait. The winner is the one whose drawing is recognized more people.

Prize. We next consider competitions and games for children in the camp. So, you can ask the children to quickly get the prize. That is, a large barn lock is hung on a box or cabinet. Children are given a bunch of keys, among which they need to find the right one as soon as possible. If there is no way to hide something interesting, you just need to ask the children to pick up the key to the lock.

Young sculptors. There are also very fun competitions at a summer camp for children. For example, all children will definitely enjoy the game “Sculptor”. The props here are simple: balloons and tape. From inflated balloons you need to glue a man or woman together so that it is as similar as possible to the original. Next, you will have to explain your creation, so the fun is yet to come. games quiz competitions for children at camp

Sports competition "Marine" You can play this game in the gym, which, by the way, will be even better. Here it’s every man for himself. An admiral, that is, the commander-in-chief of the ship, is selected. He will give orders that players must obey.

"Starboard!" - all the children run to the right wall.

"Left side!" - the guys run to the left wall.

“Food” - children go to the back wall.

“Nose” - to the front.

"Raise the sails!" After this command, everyone must stop immediately and raise their hands up.

“Scrub the deck!” IN in this case all the children pretend to wash the floor.

"Cannonball!" After this command, all children squat.

"The Admiral is on board!" In this case, the children must freeze and “salute” the commander-in-chief.

The person who executed the command incorrectly or was the last to run to the wall leaves the game. And so on until one or more players remain.

Take down the mammoth. This game is more suitable for younger teams. To do this, you need to imagine that the whole team is a tribe. The counselor chooses a mammoth, that is, the one who needs to be thrown onto the nearest bed or mat. In principle, there can be no winners. But you can try to time how long this or that mammoth will last. competitions for children in a day camp.

Accuracy game. So, the guys love the following fun, which also develops accuracy. To do this, you need to place a plate with sand or flour on the chair. All children take turns throwing a coin or a bottle cap there, while at a certain distance. The team with the most items in its bowl wins.

Games on paper. If you can’t go outside or even to the gym, you can keep yourself busy with a very fun and simple game. To do this, all participants are given a piece of paper and a pen. One long word is selected, from which participants need to add many small ones. There can be two winners here. One - who folded greatest number words The other is who made the longest word out of a long word. You can also play the good old “Battleship”. If you are very bored. What other competitions can there be for children in a day camp? Why not start the day with Have a good mood? To do this, all the children sit in a row, and each one gives his friend a compliment or wishes something good. At the same time, you can also make a funny face. games competitions for children in summer camp

Make a mummy. Children also really like the competition game, the purpose of which is to make a mummy out of a person using toilet paper. That is, you need to wrap the player in such a way that he looks like her as much as possible. The winner is the one whose mummy the audience likes the most. As a small conclusion, I would like to say that when choosing games, quizzes, competitions for children in the camp, you need to take into account not only the age of the kids, but also their interests. After all, you need to work with different children in completely different ways. Some people need more sports competitions, some more fun ones, and some more intellectual ones.

Road games 1, 2, 3, car stop. This game can be included in children's sports competitions to learn road rules. The presenter-policeman stands with his back to the players and says the words “One, two, three, stop the car.” At this time, the machine players go to the leader. As soon as the policeman said the words, he quickly turns around and looks to see who didn’t have time to stop. Penalties start their journey all over again. The presenter turns away again and says the words. He can stretch them out or jabber. The players' task is to quietly “reach” the leader and touch him. Next, the player becomes the leader, and the game starts all over again. competitions for children 10 years old

Traffic light. This game is similar to the previous one. Only the presenter stands facing the players and pronounces some color of the traffic light smoothly, quickly or syllable by syllable. Players should stand motionless on “red” (arms at their sides), on “yellow” tilt their body forward, and on “green” run towards the leader. The first one to reach the leader will be the winner.

Conduct a competition for the squad champion using Russian tongue twisters. The one who makes a mistake, for example, three times, is eliminated from the competition. Tongue twisters can be written on separate pieces of paper. Participants draw pieces of paper, memorize it and repeat it out loud.

1. there is grass in the yard, there is firewood on the grass

2. two woodcutters, two wood splitters, two wood cutters

3. reported, but did not complete the report, but began to complete the report - he reported

4. in the field - horses trampled, dust flies across the field from the trampling of hooves

5. Arkhip hoarse, osip hoarse

6. Senka carries Sanka and Sonya on a sled

7. mow, mow, while there is dew, away with the dew, and we’ll go home

8. bristles - in a pig, scales in a pike

9. Margarita collected daisies on the mountain

Margarita lost daisies in the yard

10. three woodcutter cut wood in three yards

11. The cat walks around, the mouse suddenly goes under the locker,

the mouse suddenly under the chest

12. The cap is sewn, but not in the Kolpakov style, the cap needs to be repacked

12. Our Polkan fell into a trap

13. The water carrier was carrying water from the water supply

14. dear Mila washed herself with soap, lathered herself up,

washed it off - that’s how Mila washed herself

15. goes with a scythe goat scythe

16. not at all slippery, not at all slippery

17. the sideways goat left with the goat

18. The stumps have five honey mushrooms again

19. from the clatter of hooves, dust flies across the field

20. Sasha sewed a hat for Sasha

21. I’ll tell you about shopping, about cereals and about snacks

22. I’ll tell you about my purchases, about my purchases

23. Grandfather Dodon played the duda, Grandfather touched Dimka with the dudu

24. Sasha walked along the highway and sucked dryers

25. ships tacked, tacked, but didn’t tack

26. The courier overtakes the courier into the quarry

27. wet weather got wet

28. Frol walked along the highway to Sasha to play checkers

29. put the coals in the corners, put the coals in the corners

30. a weaver weaves fabrics for Tanya’s hat

31. three waxwings barely whistled on the spruce

32. Baker Peter baked pies

33. near the stake the bells are ringing

34. beaver is kind to beavers

35. You can’t say all the tongue twisters, you can’t over-speak them

36. king - eagle, eagle - king

37. Karl stole corals from Clara, and Clara stole a clarinet from Karl.

38. painter Shurik interfered with red lead

39. Sandro was dozing in the arboretum

40. Sashok collected a drying bag.

Each participant is pinned to the back with any noun - giraffe, hippopotamus, mountain eagle, bulldozer, bread slicer, rolling pin, etc.Everyone can read what everyone else is called, but, naturally, he cannot read what he himself is called. The task of each participant is to find out his new name from the others. Participants can only answer “Yes” or “No” to questions.
The volunteer stands with his back to the other participants in the game and closes his eyes. The players sit in a semicircle, one of them extends his hand forward and quickly touches the leader’s back. Once this has happened, the leader can turn around. However, the players also stand ready. All of them, both the one who touched the back and those who had nothing to do with it, extend their hand forward, making a sign as if they are slowing down a car on the street. At the same time, all the players, as one, declare: “I am!”, meaning that it was they who touched the leader’s back. The presenter’s task is to determine who actually touched him. If the presenter guesses who made a joke on him, then he stands in a circle, exchanging places with the joker. And if not, then he suffers for the second, third, fourth time until he catches the joker red-handed.

The work (54 pages) covers the following sections:

- indoor games;

- outdoor games;

- outdoor games;

- relay races without sports equipment;

- relay race with skipping rope and hoop;

- relay races with the ball;

— comic Olympics;

- fabulous relay race;

— water-land competitions;

— zoological races;

— acting competition;

- attraction games, fun, jokes

— dance and entertainment evening;

- test of intelligence;

— games “It’s time to think”;

- charades;

- club of fools, riddles and jokes;

- shifters;

— tongue twister competition;

- fun game;

- jokes and jokes;

- anagrams and logarithms

INDOOR GAMES

"Snowball". The players sit in a circle. The first one says his name. The second says the name of the first and his name. The third names the previous two and the owl, etc. until the first names everyone.

"Mathematics". Children sit in a circle. The teacher gives the task: “Let’s start counting in a circle. The one who has a number divisible by 3 pronounces his name instead of the number.”

"Candle". Participants in the game sit in a circle around a candle. The teacher picks up the talisman and begins introductions. “Allow me to introduce myself: Masha... Height... Weight... Volumes... Foot size... Education..." The introduction depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the children’s hobbies, then the teacher talks about his hobbies at the same age; if the goal is the content of future activities, the teacher talks about what he did in a health camp at the same age; if the goal is to understand internal state child, then the teacher talks about his experiences at this age. The talisman is handed over to the narrator. The presenter sets the theme, rhythm, content, directs and regulates the flow of the game.

"Who is absent". After everyone has introduced themselves, the lights go out and one person leaves the room. Those remaining must guess who is missing and say his name.

“Figures.” The players stand in a circle. There is a rope stretched inside the circle, which everyone holds on to with their hands. The presenter explains that it is necessary, with your eyes closed, without opening your hands, to build a square, an equilateral triangle, a star, using only oral conversations.

“Voices of Animals.” Children are divided into pairs, choosing the voice of an animal. Then they disperse to different sides of the room and, with the lights off, they are faced with the task of finding a partner based on the voice of the chosen animal.

“Guess what I see!” This game can be played anywhere and everywhere: it relieves boredom and gives pleasure. And it works best by distracting attention if Petya is quarreling with Anya again or Kolya is sadly huddled in a corner.

Start like this:

You: I see something red that you don't see!

Child: Hearts on the curtains?

Him: The cover of Tanya’s book?

Him: Oleg’s hat?

Him: Is there a candy wrapper on the table?

Believe me, this can continue indefinitely!

“A story without adjectives.” Participants are divided into groups of 4 people. Each group receives the task of writing a story on some topic in 10-15 minutes (“How I was getting ready for the camp”, “Our journey to the camp”, etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing into their stories adjectives that are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). The finished stories are read out and the funniest, most original work is determined. Game duration is 40-50 minutes.

“Guess the song (poems).” A group of guys are playing. The driver is identified and moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, a line from Pushkin’s poem: “I remember wonderful moment, you appeared before me...” All the guys sitting in a circle take one word from this line. The driver returns and begins interviewing the guys. He can ask any questions, the most awkward ones, to everyone in turn or separately, such as “What is your attitude towards salted cabbage?”, and the person answering must use the word given to him: “I have a wonderful attitude towards cabbage!”

“Konachko” (end-beginning-end). You can play with two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HOOD-THRESHOLD, etc. The one who hesitates is eliminated from the game. You can individually create chains on a specific topic. The one whose chain is longer wins.

“Nonsense” Two players, secretly from the other players, agree on a topic on which they will communicate through non-verbal means. They start a conversation. Eyewitnesses, having guessed what is being said, join the conversation. When everyone is involved in the game, starting with the last person to connect, they begin to find out the subject of communication - how they understood the topic of the conversation and what information they conveyed.

“Walking down the street.” All players are assigned numbers. No. 1 begins: “There were 4 crocodiles walking down the street,” No. 4 replies: “Why 4?”, No. 1: “How many?”, No. 4: “And 8.” No. 8 comes into play: “Why 8?”, No. 4: “And how much?”, No. 8: “And 5!” etc. if someone makes a mistake or hesitates, he gives a forfeit. Collected forfeits at the end of the game

They are being played out.

"Guess who". The one who starts chooses one of the players and describes him like this: He is small, cheerful and dark-haired. Everyone looks at each other. Maybe it's Rita, Tanya or Kostya? If no one can guess, the description can be clarified: this man is wearing black patent leather shoes, a red sweater and a hair clip in his hair. Now, of course, it is clear to everyone that this is Yulia.

“Found Banana” Children sit in a circle. Everyone has something hidden under their shirt. One of the children tries to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name who has what is hidden.

“Clothes exchange.” Children sit in a circle and carefully look at each other’s clothes, trying to remember them. Then one of them goes out the door, and several players exchange parts of clothing. The presenter enters and tries to determine who is wearing other people’s things and who they belong to. It will immediately catch your eye if the boy Sasha puts on Anya’s skirt. It's not so noticeable when you change socks.

“Attention, he’s coming!” Children stand in a circle as close to each other as possible. They pass a soft toy or some other object from hand to hand while the music is playing. Everyone tries to get rid of this item as soon as possible. As soon as the music stops, the one who has the toy in his hands leaves the game.

"Present". The players sit in a semicircle and choose a driver, then invite him to go out for a while. Each player prepares a gift for himself: a knife, a pencil, a coin, a pin, etc. The driver’s name is. He goes around everyone and tries to remember who has what item. Then he comes out a second time, and the players collect all the things in one place. They call the driver again and offer him to give out gifts to whomever he wants. If the driver distributes gifts correctly. They choose a new driver; If he makes a mistake, repeat it a third time. After the third time, a new driver is chosen.

“Snapshot.” The presenter places several objects on the table (pencil, box, paper clip, knife, etc.) and covers them with a sheet of paper. Then he calls the players. When everyone is ready, he lifts the sheet covering the items for 3-5 minutes and closes it again. It is suggested that everyone write down what objects they saw. Then they check the correctness of memorization. The one who remembers more than others and without mistakes wins.

"What changed?". 10-15 postcards are laid out on the table. The players are asked to remember the location of several postcards within 1-2 minutes. When everyone looks at it a second time, it is suggested that they say what movements were made. The winner is the one who correctly indicates all (or more) changes.

“Hands on the table!” The players are divided into two equal groups and sit on both sides of the table. One group receives some small object: a coin, a button, an elastic band - and begins to pass it under the table. Suddenly, one of the players from the other group loudly says: “Hands on the table!” Immediately the entire group passing the item should place both hands on the table, palms down. Someone must have an object under their palm. The second group must guess who has it, and only one guesses, consulting with his comrades. If he guesses correctly, the item goes to his group. Then the whole group begins to pass the item under the table, and the first group guesses who has it. If they don’t guess correctly, then the first group keeps the item and they win a point. This is how they play until the agreed number of winning points.

“Fun game of spoons” Prepare one less spoon than the number of participants in the game. Have the participants of the game squat in a circle with their hands behind their backs. Place spoons in the middle in a circle (one less than the players in the game). The presenter tells a story that might start something like this:

Once upon a time there lived a family. Their last name was Lozhkins...

When children hear the word “spoon,” they should grab one of the spoons as quickly as possible. The one who does not get a spoon is eliminated from the game. Then the spoons are put back in their original place and the game continues. Do not forget to put one spoon aside, and then the story continues:

One Sunday, the Lozhkins decided to go somewhere for lunch with the whole family. Everyone dressed smartly, only little Oleg did not want to part with his pajamas. “If you don’t get dressed immediately, you’ll get a spoon in the forehead!” - Dad said, angry. But Oleg stubbornly stood his ground. The grandmother said: “And after lunch, you and I will eat ice cream with small spoons,” and persuaded her grandson. Oleg changed clothes and everyone got into the car. The cafe was called “Golden Spoon”. Everything there was very beautiful, and the waiters behaved unusually respectably. At one of the tables sat a fat lady with a red dog, and opposite her was a thin gentleman, her husband, who was licking his spoon. “Look, dear,” he said to the fat lady, seeing how the Lozhkin family sat down at the table. - it’s amazing how many children there are - and only one dog!” The food was served. Just as dad was about to pour mom a glass of wine, Mopsy the dog pulled the tablecloth. The chaos came out great. Plates, forks, knives, glasses and spoons flew to the floor. A terribly excited waiter came running. He calmed down only after Papa Lozhkin paid for everything. The Lozhkin family had to leave the cafe. They went straight to the tent where they sold sausages and ate the fried sausages, which were very tasty. Only the pug didn’t get anything: he had to just watch as punishment.

Instead of spoons, you can play with other objects, for example, chestnuts, plush toys, cubes, etc. It is only important that they are at the same distance from the children. Children should always keep their hands behind their backs and handle each other carefully. Carefully. And inventing a story is not at all so difficult. It may well be long, but it will definitely be interesting and fun.

OUTDOOR GAMES

“Nose, nose, nose, mouth...” The players sit in a circle, with the leader in the middle. He says: nose, nose, nose, mouth. When pronouncing the first three words, he touches his nose, and when he pronounces the fourth, instead of his mouth, he touches another part of his head. Those sitting in a circle must do everything as the leader says, and not as the leader does, and not allow themselves to be knocked down. Whoever makes a mistake is out of the game. The most attentive one wins.

“Chicken by the grain.”

1. Grandma and I will buy ourselves a chicken. 2 r.

And the chicken, grain by grain, cluck-tah-tah

2. Grandma and I will buy ourselves a duck - 2 rubles

3. Grandma and I will buy ourselves a turkey - 2 rubles

Turkey tails-coats, duck tati-ta-ta

And the chicken, grain by grain, cluck-ta-tah

4. Grandma and I will buy ourselves a pussy - 2p

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

5. Grandma and I will buy ourselves a dog.

Little dog woof-woof, little kitty meow-meow, turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

6. Grandma and I will buy ourselves a cow - 2p

Little cow flour-flour, little dog woof-woof, kitty meow-meow, turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

7. Grandma and I will buy ourselves a pig.

Piglet grunt-oink, little cow muki-muki, little dog woof-woof,

Little kitty meow-meow, little turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

8. Grandma and I will buy ourselves a TV - 2p

TV time-facts

The announcer lala-lala, and the chicken cluck-tah-tah, grain by grain

“Two flowers.”

Two flowers, two flowers

Hedgehogs, hedgehogs

Anvil, anvil

Scissors, scissors

Running in place, running in place

Bunnies, bunnies

And now we will say girls and boys together.

“The king rode through the forest”

The king rode through the forest, through the forest, through the forest

He met the princess - 3 r

Let's jump with you - 3

We kick our legs - 3

Let's clap our hands - 3

Let's stomp our feet - 3

Let's spin around with you - 3

And you and I will become friends - 3

"How are you".

How are you? Like this

Are you swimming? Like this

Are you waiting for an answer? Like this

Are you waving after me? Like this

How are you running? Like this

Do you sleep in the morning? Like this

Are you looking into the distance? Like this

How are you being naughty? Like this

“Figured Waltz”. Everyone stands in pairs in a circle, holding hands, forming a boat, and sings: “Step, step, step - on your toes. Step, step, step - on your toes. They swayed, turned over, slammed, name, changed.”

"Rhythmic Exercise"

Strong is our brave squad

They went out to the parade together.

Higher your leg

Firmer step

How a soldier walks in formation.

“Where is the right, where is the left.” Children jump to count. When the teacher says “right,” the children put their right hand on their toe. (hands on belt)

“Bank and River.” Please note. 2 lines are drawn on the ground at a distance of 1 m. Between these lines there is a “river”, and along the edges there is a “bank”. Everyone stands on the “banks”. The leader gives the command: “RIVER”, and everyone jumps into the “river”. At the command “SHORE”, everyone jumps onto the “shore”.

"Traffic light". On green color- run in place, on yellow - step in place, on red - stop.

“Enchanted Castle.” 2 teams play. 1 must disenchant the “castle”, and 2 must prevent them from doing this. The “castle” can be a tree or a wall. Near the “castle” there is the main gate - in the courtyard of the guys from the 2nd team, blindfolded. In general, all players on this team must be blindfolded. They are located arbitrarily, the way they want, on the playground. The players who must disenchant the “castle”, at the command of the leader, begin to silently move towards the lava gate. And the task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the 2nd team, blindfolded, is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the guys change roles. Specify the condition: will the guys from the 2nd team stand still or can they move around the site.

“Santiki-santiki-lim-po-po.” The players stand in a circle. The driver moves away from the circle a short distance for a few seconds... During this time, the players choose who will be the “shower.” This player will have to show different movements (clapping his hands, patting his head, stamping his foot, etc.) All other players should immediately repeat his movements. After the person showing is chosen, the driver is invited to the center of the circle. His task is to determine who shows all the movements. The movements begin with ordinary claps. At the same time, throughout the entire game the words “Santiki-santiki-lim-po-po” are pronounced in chorus. At a moment unnoticed by the driver, the demonstrator demonstrates a new movement. Everyone should immediately adopt it, so as not to give the driver the opportunity to guess who is leading them. The driver may have several attempts to guess. If one of the attempts is successful, then the person showing becomes the driver.

“Balance test.” Two teams of any size, with the simultaneous participation of boys and girls, are pitted against each other. Each participant must have an opponent against him, with whom he will compete in the ability to maintain balance. On command, everyone takes the following position: standing on one leg; the other is bent, the knee is moved slightly to the side and the heel is pressed against the knee of the supporting leg; hands on the belt. At the second signal, everyone closes their eyes and stands, trying not to disturb their balance. Whoever sways first and stands on two legs opens his eyes, and if he sees that his opponent, standing opposite, is still standing on one leg with his eyes closed, takes two steps back; if he sees that the opponent has lost and moved back, he remains standing in place. The judges control the implementation of this rule. The team with the most winners wins. You can continue the competition and reveal the absolute winner. To do this, you need to divide the winners of the first round in half and conduct a second test, and in the third round, line everyone up in one line and determine the three players who will be the last to stand on both legs.

“Japanese tags.” Everyone plays. The driver chases the rest of the players, and if he touches someone, he begins to drive. But it is more difficult for a new driver: he must run holding with his hand the part of the body that was touched by the one who touched him, be it the arm, head, shoulder, lower back, knee or elbow. So he must catch up and make fun of someone. If there are many players, choose two or even three drivers.

“A hare without a lair.” Children stand in pairs facing each other, raising their clasped hands up. These are “houses” or “hare’s lair”. Two drivers are selected - “hare” and “hunter”.

The hare must run away from the hunter, while he can hide in the house, that is, stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the hunter. If the hunter kills the hare, they change roles.

Children stand in a circle and walk in pairs. The hare runs away from the wolf. The hare gets up, takes his hand, the third runs away

"Hello". Everyone stands in a circle facing shoulder to shoulder. The driver walks along outside circle and hits one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands and say: “Hello.” You can also say your name. Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

"Water". Goal: attention, honesty, knowing each other.

The driver sits in a circle with his eyes closed. The players move in a circle saying:

Watery, watery,

Why are you sitting under water?

Look out for a little bit

For one minute.

The circle stops. The “water man” gets up and, without opening his eyes, approaches one of the players. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but his eyes cannot be opened. You can't touch your head. If the driver guesses right, he changes roles.

“To your flags.” Goal: honesty, attention to how you remember the color of your object.

Divide the children into teams. Give all teams an item different color. At the signal, everyone dances to the music. The music ends - everyone stops and closes their eyes. The captains approach the teacher, and he whispers how they should stand. The music turns on, everyone opens their eyes and looks for the captain with an object of their color.

Options: if the captain raises the object up with one hand, then the team lines up in a column, if to the side - in a line, if both hands are up - in a circle.

“Labyrinth”. Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (the ones on the side do not raise their arms). The hare runs through the maze without running under his arms. At the teacher’s command “to the right,” the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

“Human Alliance (Knot).” This exercise is designed to bring participants into agreement with each other and interaction. The group consists of 10-12 people. Participants are asked to stand in a circle, reach out and grab right hand with one person, and the left with another. They are then asked to untangle themselves without releasing their hands. Success depends on how the participants negotiate with each other. Participants then discuss how they come to agreement on real life how important these agreements are.

"Moonball" A wonderful game for one team that develops coordination, quick response and sociability.

Place your group on the basketball court or any field. To play, use a well-inflated beach ball. The group's task is to keep the ball in the air for as long as possible (while hitting it, of course), and not let it fall to the ground. Depending on the group, set a goal of 30-100 hits, this figure can be increased if necessary. Tension and hope increase with each “world record” set.

Some rules:

1. A player does not have the right to hit the ball twice in a row.

2. Score one point for each kick and two points for each kick.

Isn't it too difficult? Moonball is a popular game for all ages because it is very easy to understand, doesn't require a lot of experience, and involves everyone. Since you're standing in a circle hitting the ball, there's no doubt where everyone's eyes are focused - the ball, of course. Since everyone is focused on the ball, good and bad shots are not attributed to anyone and the game continues.

A beach ball gives you an outlet for your imagination, think about what else you can do with a brightly colored one like balloon, the ball, besides how to pass or throw it? After you've tried the base game, play one of its variants.

Ask the group, after the basic 37 hits of the ball, to demonstrate how many times the group can hit the ball so that everyone takes turns hitting: 1. Without letting the ball hit the ground or 2. Without letting the players pass. Or watch how quickly the ball passes from one player to another in turn, that is, through the entire group. If the ball touches the ground, give a time penalty - say 5 seconds. The ball must be hit, not passed. Make this a constant game and record the most hits (with your hands only) within one minute. Count only those shots that were not preceded by the ball falling. Let the players decide how to position themselves to achieve the best results.

“Tanyapetrkolyastanislavmaria.” This game does not involve any special actions: it is just fun. This game can be classified as an impulsive genre. Stand in a circle. Take a stopwatch and tell the players that this is a timed game. Say your name and start the stopwatch. The player next to you (on either side) says their name and so on, as quickly as possible, until everyone in the circle has said their name. As soon as the last player calls his name, turn off the stopwatch. This game is best played in large group, but even in a small group you can have a lot of fun. Please note. How much faster do players pronounce names after several attempts? If the group is small, you can repeat the names in a circle 2 or 3 times. As a variation of the game, call names in both directions at the same time. This game is not used for dating.

"Pulse". Ask a group of 8-10 people to stand in a circle and hold hands. The circle should be as wide as possible, but the hands should not open. While you explain the rules of the game, stand in a circle. The essence of the game is to transmit an impulse along a chain, i.e. you squeeze the hand of a player standing to your right or left and, if everything is done correctly, the impulse will pass from one player to another until it reaches the initiator, i.e. up to you. You can also send an impulse in two directions: to the right and to the left. Game option: transmit the impulse with your eyes closed (everyone's eyes are closed except the player sending the impulse). Observe and describe the effect that occurs when a pulse is transferred quickly and accurately. However, accuracy is not as important here as entertainment and fun. Depending on your group, the “Impulse” described above may or may not work (if students want it to work, it will work). After you've broken the ice by getting the group to join hands. Try to achieve more by giving them “Impulse II”.

"Impulse II". Standing in a circle and holding hands, players (10-50 people) try to convey momentum by squeezing their hand as quickly as possible - this is a game against the clock. Try playing the game this way first, and then close your eyes and compare the time. Now, ask one of the students to send a pulse in two directions. See if the impulses can intersect and continue their course further? According to the principle of impulse, you can transmit anything: for example, a sound or a word.

“Balance with a brush.” This is an incredibly fun exercise, but it also results in improved relationships between students and a willingness to look stupid in front of others. How many kids miss available learning situations just because they don't want to look stupid in front of their friends. Conduct: Have students hold the brush vertically with the handle directly above their head and have them look at the highest point of the brush. Ask students to turn around 15 times, then lower the brush to the floor and step on it. During the rotation, the student must keep his eyes open and look at the end of the brush, which must be held vertically with his arm extended. Most participants will fall before completing the rotation, and the rest will have great difficulty stepping on the brush handle. The merits of the exercise are that: 1. It is the very exercise that most people find difficult to complete and thus they demonstrate their inability to do it in front of everyone. Potentially negative exposure reduces their normal sensitivity to failure because the task itself is funny and the group , absorbed in the cheerful moment, laughing, supports any effort, no matter how stupid and ridiculous it is. 2. Successful execution does require concentration and concerted effort. Most people can control dizziness.

This exercise can also be done in pairs. If you are having difficulty getting one person involved, let them know that this exercise can be done in pairs. Let one hold the brush on his head, while the other puts his hands on the shoulders of the first and together they begin to rotate, looking at the brush. Then they step on the brush together. Use helpers.

Since the impact on the middle ear causes participants to lose orientation, it is necessary to use at least 4 assistants (standing from the north, south, west and east) for each person performing the exercise. One of the assistants watches the brush (ready to fall at any moment), and the rest watch the movements of the spinning participant - each assistant is aware of his responsibility for preventing his comrade from falling. Have 2-3 participants perform this trick in front of the whole group. Then divide the class into small groups: participants and helpers. This is a good and interesting exercise, but if used too often, it turns into a boring, tedious and useless pastime. Caution: remember, dizziness can cause an epileptic seizure. Warn students about this and do not insist on doing the exercise if one of the participants is afraid that the rotation may cause nausea.

“Earth, water, fire, air.” For this folk Armenian game you will need a ball. Everyone stands in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of four words: “earth”, “water”, “air”, fire.” If the presenter said “ground,” the one who caught the ball must quickly name a domestic or wild animal; to the word “water” the player responds with the name of a fish; for the word “air” - the name of the bird. When you hear the word “fire,” everyone should quickly turn around in a circle several times, waving their arms. The ball is then returned to the leader. Those who fail to respond correctly to the leader’s words leave the game.

“Burners.” Playing on the lawn summer playground at least 20-30 m 15-25 people. Participants, divided into pairs, join hands. Couples form a line behind each other. The driver stands in front, 3-5 m from the first pair. Everyone says in unison:

Burn, burn clearly.

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky,” he looks up. At this time, the last pope separates his hands and walks forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching them with his hand before they hold hands again. Whoever the “burner” catches becomes the pair at the front of the line. The remaining one drives. If the “burner” doesn’t catch anyone, he “burns” again and catches the next pair.

The “burner” has no right to look back and spy. Otherwise, the pair preparing to run may exchange turns with another.

No one should start running before the word “ringing” is heard.

The “burner” can catch those running only as long as they join hands.

“Name a synonym.” The players stand in a circle. The presenter takes turns throwing a ball to them and at the same time calling, say, some kind of adjective. The player who got the ball must name the synonym and throw the ball to the leader. The game “Name the antonym!” is built in exactly the same way.

"Seine". Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible. If the “fish” is caught, then it joins the drivers and becomes part of the “net”.

“Traps”. Four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. Everyone else joins hands, forming a chain. They must move through traps. When the leader claps, the traps “slam shut,” that is, the traps lower their arms. Those who are caught in a trap form pairs and also become traps.

Golden Gate

They don't always let you in

First time - goodbye

Second time - prohibited

And the third time we won’t let you through.

The rest run in a chain under their arms in a circle. (the circle can move)

"Invitation". One driver in a circle. He dances to the music and invites others to follow him. Everyone repeats after him. The music ends - everyone stands in a circle. The one who didn't have time is the one who drives.

“Lady Ley.” Children in a circle. 1 couple dancing inside. Cotton. The dancing couple separates and invites a new partner, etc. The dance ends until all the players dance with each other. It is forbidden to dance with the same partner repeatedly. Children forming a circle can move in place according to the music.

“Winks.” Everyone stands in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He must look into the eyes of one of the first line players and wink. The one who was winked runs from his place and stands behind the driver. But he may not succeed, because the second line player closely monitors the driver and if he sees that his partner has been winked, he can hold him back. If he managed to do this, the driver is forced to wink again until his wink ends effectively. If the second line player did not react in time and did not have time to grab the first player, he becomes the driver.

“Atoms and Molecules.” All the players move randomly around the playing area, at this moment they are all “atoms”. In a molecule there may be and 2, and 3, and 5 atoms. Players playing at the leader’s command will need to create a “molecule,” that is, grab each other. If the leader says: “The reaction proceeds in threes,” then 3 players engage, etc. The signal for the molecules to break up again into individual atoms is the leader’s commands: “The reaction is over.” The signal for temporarily withdrawn players to return to the game is the command: 4 “The reaction goes one at a time.”

"Call". Lines of “cities” are drawn on two opposite sides of the court, the players are divided into two teams and captains are chosen. Each team lines up behind their city line, facing the middle of the court. The team captain who starts the game sends any player to the other team's city. Its participants extend their right arms forward, bent at the elbows, palms up. The sent player touches the palm of one or the palms of two or three players three times in succession, saying: “One, two, three!” after the third touch, he runs back to his city, and the one he touched for the third time rushes after him, trying to catch (trash) the caller. If he catches, the caller is captured and stands at the back of his head. If he doesn't catch him, he goes into captivity himself. The captain of the other team then sends his player to the challenge. The sent player must challenge an opponent who is weaker or equal in running speed. If he is a strong runner, he can help out a captured player of his team. To do this, he calls a player with a prisoner behind him. If the summoned one does not catch up with him, he is captured, and his captive also returns to his team. If the summoned one catches up with the enemy, then he will already have two prisoners. The team with the most prisoners wins. Usually the captain also participates in the game, and if he is captured, another player replaces him. They try to help out the captain at all costs.

“Circle hunt”. Having split into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposing team standing in front of him. Then, at the leader’s signal, the players standing in circles begin to move with side steps in different directions. At the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player in front. The presenter counts to thirty, then says: “Stop!” - and counts those who have been greasy. Then the teams change roles.

"Chase". The game involves two teams. By lot, one is lined up behind the starting line, and the second is a few meters behind. At a distance of 20 m behind the start line, a second line is drawn, on which flags are placed at intervals of 1.5-2 m. A small ball is placed 2 m from each flag. At the leader’s signal, the players of both teams run forward. The players of the first team go around the flags and rush to the finish line, the players of the second team, bypassing the flags, grab the balls lying behind them and try to hit the runners with them. For each hit you get a point. After this, the teams change roles.

“Tag on one leg. A driver is appointed - a salka, everyone else is freely placed on the site. Salka, jumping on one leg, tries to catch up and annoy the players, and they, also jumping on one leg, dodge. If the tag catches up and touches the player, they change roles. From time to time you can change the leg on which you jump, but switching to running is prohibited.

“Talking in pairs.” There are two drivers who hold hands, just like the players.

“The wolf in the ditch.” In the middle of the playing area, two parallel lines 50-60 cm wide are drawn. There are two leading wolves in the ditch. The rest of the playing goats are on one side of the ditch. At the leader’s signal, the goats try to cross the ditch to get to the other side of the area in the pasture. Wolves can only catch goats while in a ditch (while the goats are jumping or when they are near the ditch). A goat that runs to the ditch, but is afraid of the wolf and does not jump within three seconds, is considered caught. The greasy ones step aside, they are counted, and they join the game again. Each time the leader gives a signal for the goats to start going out to pasture. After running two or three times, new wolves are selected and the game is repeated. The winners are goats that have never been caught, and wolves that have caught greatest number goats

"Fishing rod". The players stand in a circle. In the middle there is a driver with a rope, at the end of which a bag of sand is tied. At the command of the leader, the driver begins to circle the rope with the bag above the ground so that the bag constantly touches the ground. The players jump over the rope when it comes to their feet, trying not to touch it. The one who hits becomes the driver.

"Leapfrog". Two teams compete in a running race, jumping over a partner who stands with his head bowed forward and his hands on his hips. The numbers at the back start. As soon as the last one in the column jumps over the last one, he runs forward and also jumps, etc. The distance is arbitrary.

Development of Prototype in the Uncategorized section and published on March 15th, 2015
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Summer outdoor games for children of senior preschool and primary school age

Day and night

Purpose of the game

Progress of the game: all players are divided into 2 teams. Some are the team of Night, others are the team of Day. There are two lines on the playing court. Each team lines up at its own line. At the command of the presenter “Night!” — Team Night catches players from the other team and takes them to their place. At the command “Day!” - the right to catch passes to the other team. The team that has more at the end of the game wins.

Special Notes: Disgraced players move to the opposing team.

Gnome and children

Purpose of the game: development of communication and creative abilities, imaginative thinking.

Progress of the game: All players are children. One player is a “gnome”. The children move away from the “gnome” and agree that they will show it to him without him hearing. Then they approach the “gnome” and say:

- Hello, Gnome!

You have a beautiful house

Big white beard.

We came here to visit!

- Hello children!

Where have you been and walked?

What did you see?

- We won’t tell you

We'll show you!

After these words, the children make the movements that were agreed upon in advance. When the “gnome” guesses, he tries to catch one of the children in order to take him to the underworld. The children run away.

Special Notes: the “gnome” chooses the most dexterous and fastest player, in his opinion, as his replacement.

Carousel

Purpose of the game: development of motor and creative abilities.

Progress of the game: Players stand in pairs, facing the center, forming 2 circles.

Arrangement of children in circles

Those standing in the inner circle join hands; those standing in the outer circle take one step to the left so that each child stands opposite the joined hands of the players in the inner circle.

The game begins with the words of the leader:

- There's fun in the square.

At these words, the players standing in the inner circle, raising their joined hands up, move 4 steps back, and the players in the outer circle walk under their hands to the center, also taking 4 steps. The presenter continues:

— The carousels are full of colors.

At these words, all players, taking 4 steps, return to their places. Children standing in the inner circle take their hands and raise them up, passing under the hands of the players standing in the outer circle.

And the people are buzzing like a bumblebee,

Oh, what a carousel!

All players repeat previous movements. After this, the children standing in the outer circle turn to the right and extend their right arms to the sides, and place their left hands on the right hands of the players standing in the inner circle. The players in the inner circle hold hands tightly.

After this, both circles move slowly at first, and then faster and faster, to the words of the leader:

Barely, barely

The carousel started spinning.

And then around, around,

Everybody run, run, run.

All players move in a circle. The presenter says:

Hush, hush, don't rush,

Stop the carousel.

The players slow down and begin to walk slowly in response to the corresponding words of the leader:

One and two, one and two,

So the game is over.

The carousel stops. Children change places: players from the outer circle form an inner circle and join hands; The players in the inner circle stand in the outer circle and lower their hands.

Special Notes: Words can be spoken in unison by all players.

Flower garden

Purpose of the game: development of attention and motor, communication and creative abilities.

Progress of the game: each player chooses the name of a flower: rose, tulip, daisy, carnation, etc. Each player has his own flower. “Rose” starts the game. She names any flower, such as a tulip. "Tulip" runs away from "rose". When the “rose” overtakes him, he must have time to name another flower, and it now runs away from the “tulip”.

Special Notes: The caught player changes the name of his flower and returns to the game. The winner is the one who has never been caught.

Bees in the garden

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: players, holding hands, stand in a circle facing the center - these are “trees”. 4-6 players form a small circle inside a large circle - these are the “bees” in the garden. They also face the center. At the same time, all players say the words:

Who's in the garden? Who's in the garden?

Bee in the rose garden.

In this case, the “tree” children standing in a large circle go in one direction, and the “bees” go in the other. Everyone says:

- Crawl, little bee, from branch to branch, from branch to branch, from leaf to leaf.

The outer circle stops, the children raise their clasped hands up. The “bees” standing in a small circle unclasp their hands and walk like a snake into the goal, that is, under the raised hands of the “tree” players from the outer circle. At the end of the words, each “bee” stands behind one of the “trees”. They change places and the game continues.

Special Notes: Children should walk in an even snake and stop only at the end of the words.

Flowers and animals

Purpose of the game: development of motor and cognitive abilities.

Progress of the game: in the center of the playing court, two lines are drawn at a distance of 2 m from each other, and two more lines are drawn behind them at a distance of 15 m. The players are divided into two teams. “flowers” ​​and “animals”, each player chooses a name corresponding to the team name. Children stand in front internal lines facing each other. The "flowers" start the game. “Hello, animals!” - they say. "Hello, flowers!" - the “animals” answer. “Animals, animals, guess our names!” - they say “flowers”. The “animals” begin to list the names of the colors. As soon as they guess right, the “flowers” ​​run behind the second line, and the “animals” try to catch them.

Special Notes: when most of the players from the “flower” team are caught, the game starts again, only now the “flowers” ​​guess.

Flower sellers

Purpose of the game: development of motor and communication abilities.

Progress of the game: The players are divided into two groups. Some children depict flowers. They sit in a circle at some distance from each other. Another part of the children are flower sellers. They each stand behind their own flower. The driver is selected - the buyer. He approaches one of the “sellers” and starts a conversation:

- Hey, buddy, sell the flower!

- Buy it!

- How much money should I give you?

- Give me three!

The “buyer” touches the flower with the hand of the “seller” 3 times (or as many times as the “seller” named, but no more than 5), and they begin to run in a circle in different directions. They go around the circle as many times as the “seller” called. Who will reach the fastest? free space, he becomes the “seller”, the second player becomes the “buyer”.

Special Notes: You can only run in a circle without crossing it. The “buyer” starts running in any direction, and the “owner” of the flower starts running in the opposite direction.

Jumping grasshoppers

Purpose of the game: development of motor abilities.

Attributes: blindfolds.

Progress of the game: 2 parallel lines are drawn on the playground at a distance of 0.5 m from each other - this is a moat. All players are “grasshoppers”; they are divided into 2 teams, which must jump over the ditch without falling into the water. At the beginning of the game, all the “grasshoppers” stand on both sides of the ditch at a distance of 5 steps from it. The players are blindfolded. Having said the words: “If you want to be healthy, jump over the ditch with us!”, they take turns - one “grasshopper” player from the first team, then a “grasshopper” player from the second team - jump over the ditch.

Special Notes: The winner is the “grasshopper” team in which the most children were able to jump over the ditch without stepping on the line.

Grandfather-gardener and children

Purpose of the game: development of motor, creative and communication abilities, imaginative thinking.

Progress of the game: players are divided into 2 teams and lined up, one is headed by the “grandfather-gardener”, and the other is the captain of the children’s team. The captain turns to the “grandfather-gardener”: “Grandfather, grandfather, are the grapes ripe?” - “I’m in time, but not for you!” - “What needs to be done so that you can treat us too?” - “Come by train!” A team of children, led by a captain, holding hands, depicts a train with sounds and movements. All of them pass under the hands of the “gardener” and the player closest to him from his team.

The last player, without letting go of the “gardener’s” hand, lets all the children pass, and he turns around after them, his arms crossing in front.

The second time, the “gardener” asks the guests to come with a song, ride on horses, come in formation, etc. Each time, the players on the “gardener’s” team turn so that their arms cross. This continues until both groups are lined up with their arms crossed. Then the “grandfather-gardener” offers to get to work. He says: “We need to peel the onions. Cry! Children pretend to cry because of the onion. "Now laugh!" - “grandfather” orders. Children laugh. “Now eat the grapes!” - “grandfather” allows, and the children pretend to eat grapes.

At the end of the game, the children begin to pull each other's hands in opposite directions. The team with the most children holding hands wins.

Special Notes: throughout the game you cannot give up and leave the row. You should answer questions together and complete tasks together.

Cossacks - robbers

Purpose of the game: development of motor and communication abilities.

Attributes: black bandanas, several colored ribbons.

Progress of the game: It is recommended to play the game in open areas, preferably on forest edges or glades. Players are divided into 2 teams - “Cossacks” and “robbers”. In a certain place there is an outpost of the “Cossacks”. The “robbers” tie bandanas, take colored ribbons and run away. "Cossacks" via certain time They go to catch “robbers”. The “robbers”, when escaping, use colored ribbons tied on bushes or trees to mark their path. The “Cossacks” catch the “robbers” and bring them to their outpost. The game continues until all or most of the robbers have been caught.

Special Notes: Bandanas are removed from captured robbers.

King and his subjects

Purpose of the game: development of motor, communication and creative abilities, creation of a good emotional mood.

Progress of the game: On the playing field, two parallel lines are drawn at a distance of 20 steps from one another. One of the players is the “king”, all the others are his “subjects”. The “king” stands behind one line, the “subjects” behind another. There is a conversation going on:

- Hello, great king!

- Hello people! Who are you?

- We are your subjects!

- What can you do?

- Any job.

The players depict some kind of work that they agreed on in advance (for example, they show how they sew clothes or chop wood, etc.). If the “king” guesses what his “subjects” are doing, the players run away, and the “king” tries to catch up with them. The one he caught up with becomes a close assistant to the “king”. The game continues until all the “subjects” are caught.

Special Notes: The "subjects" escape only after the "king" guesses the job they are doing. All losers go over to the side of the “king”.

Shepherd, wolf and sheep

Purpose of the game: development of motor, communication and creative abilities, creation of a positive emotional mood.

Progress of the game: players choose a “shepherd” and a “wolf”. All the rest are “sheep”. The “wolf” has a house in the forest, and the “sheep” have two houses at opposite ends of the site. "Sheep" shout:

Shepherd, shepherd,

Play the horn!

The grass is soft

Sweet dew

Drive the herd into the field

Get caught in the wild!

The “shepherd” drives the “sheep” out into the meadow. They walk, nibble grass, run, frolic. Suddenly the “shepherd” shouts: “Wolf!” All the “sheep” run away to their homes, and the “wolf” tries to catch someone. The “shepherd” tries to save the “sheep” by driving them into houses.

The “sheep” caught by the “wolf” remains in his lair, and the game continues.

Special Notes: The "sheep" must run to their home. The “Shepherd” cannot push the “Wolf”, but only drive it away with his hands. The “wolf” takes the caught “sheep” by the hand and leads him to his lair.

Squirrels and bear

Purpose of the game: development of motor, communication and creative abilities, reaction speed.

Progress of the game: all players are “squirrels”, one is “bear”. Along the edges of the site there are 2 houses. 2-3 chairs or game stands are placed around the site. The “squirrels” run out of their houses and frolic throughout the playground. The “bear” tries to make them look bad. During the game, the “squirrels” can run into their houses or climb onto the “tree” stands, where the “bear” cannot reach them.

Special Notes: if a “bear” insults one of the squirrels, then that squirrel becomes a “bear”, and the “bear” takes its place among the “squirrels”.

Bears and bast shoes

Purpose of the game: development of motor, communication abilities, reaction speed.

Attributes: 6 pairs of bast shoes.

Progress of the game: Bast shoes are placed in a circle. 7 “bear” players move in a circle to the music.

Game fragment

At the presenter’s signal, the music stops and the players put on their bast shoes as quickly as possible. The player who does not get the bast shoes is eliminated from the game. Then one pair of bast shoes is removed and the game continues.

Special Notes: players put on their sandals only after the music ends. Players should move to the music in a circle behind their bast shoes, depicting bears.

Bears and ball

Purpose of the game: development of motor abilities, dexterity and reaction speed.

Attributes: medium sized rubber ball.

Progress of the game: A circle is drawn on the playground in which the participants of the game, the “bears,” stand. The driver - the “hunter” - throws the ball with the words: “Bears, ball!” After the command, players run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the “hunter”, without leaving his place, throws the ball at the “bear” who is closest to him. The “bear” that was hit by the ball becomes the “hunter”. If the “hunter” misses, he remains the driver, returns to the center of the circle, throws the ball up - the game continues.

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