Lesson outline: “Outdoor games for middle school age”


Summary of outdoor games in the middle group

Summary of the outdoor game “Hares and the Wolf” in the middle group

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Program tasks: -Exercise running, practice jumping on both legs, squatting; -Cultivate courage, attentiveness, and collectivism.

1. Choice

games.

The teacher invites the children to guess riddles: The animal is long-eared, gray in summer, and snow-white in winter. I wasn't afraid of him, I chased him for a whole hour. (Hare)

Afraid of wolves and foxes. And a hunter in the forest. From the prickly hedgehog. He also hides, trembling. After all, the most terrible coward

This little one (Hare)

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“That’s right guys – it’s all about the bunny”
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2. Creating children's interest in the game

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“Look at this guys. A bunny came to visit us"

- Show the children a toy - a hare.
- The hare is cowardly, afraid of everyone in the forest: animals, birds, and the wolf and fox most of all! - Come on, guys, now we’ll play the game “Hares and the Wolf.”
3. Gathering children for a game

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We invite all children to play, we will strengthen friendship. I really like the game, let’s all shout loudly: “Hurray!”

The children are listening.

4. Organization of players

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-Let's all make one big circle together. The children and the teacher stand in a circle.

5. Explanation of the rules

games.

- Listen to how we will play: We will appoint one of the players as a wolf, the rest will pretend to be hares. On one side of the site, the hares mark their places with cones and pebbles, from which they lay out circles-houses. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “The bunnies jump, hop - hop - hop, onto the green meadow. They nibble the grass and listen to see if a wolf is coming.” The hares jump out of the circles and scatter around the site. They jump on two legs, sit down, nibble the grass and look around in search of the wolf. The teacher pronounces the word “Wolf”

, the wolf comes out of the ravine and runs after the hares, trying to catch and touch them. The hares each run away to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares to his ravine. After the wolf catches 2-3 hares, another wolf is chosen. Children listen and remember the rules of the game that the teacher talks about. Ask questions if someone doesn’t understand.

6. Distribution of roles

- And now, guys, with the help of a counting rhyme, we will choose a wolf. The cowardly little bunny ran across the field, ran into the garden, found a carrot, found cabbage. He sits and chews. Go away - the owner is coming...

Children, together with their teacher, choose a wolf counting...

7. Site marking.

— On one side of the site there will be a place for the wolf (draw a line, or put a rope, twine, and on the other side there will be houses for hares (draw circles, you can take pebbles)

. Each house can accommodate 2–3 hares. The children listen carefully.

8. Distribution of equipment and attributes.

Give the hares hats and masks.

9. Signal to start

games.

- One-two-three...the game has begun. Children get ready, listen carefully to the signal from the teacher.

10.

Carrying out the game

“The bunnies jump, hop - hop - hop, onto the green meadow. They nibble the grass and listen to see if a wolf .”

I give the signal - “Wolf!”

The hares each run away to their own place, where the wolf can no longer overtake them.

11. End signal

games.

At the signal one - two - three, the end of the game, the game ends (if the children wish, the game can be repeated)

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Children listen to the teacher's signal for the end of the game.

12. Pedagogical analysis

games

“Hares” were clever

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-A "Wolf"

was he clever?

- Well done guys, everyone was smart and attentive today!

Outline of joint activities in the middle group Topic: “Outdoor games with running while walking.”

Outline of joint activities in the middle group

Topic: "Outdoor games with running while walking."

Romanenko O.V., teacher

MADO CRR d/s No. 2 “Firefly”

Venue : physical training ground on the territory of the preschool educational institution

Program content:

Educational objectives: continue to introduce children to the rules of outdoor games, consolidate the skill of construction, use the competitive method of the outdoor game “Airplanes”

Developmental tasks: improve speed, agility; to train children in catching and dodging, to develop orientation in space, the ability to move in loose areas without bumping into each other.

Educational objectives: to cultivate interest in outdoor games; follow the rules of the game; develop the ability to act collectively; to form honesty, discipline, justice; contribute to maintaining good relations with each other.

Speech : train children in using counting rhymes for selection, develop the ability to pronounce words amicably during the game

Equipment: a colored box with an airplane inside, a beard, glasses and a hat, a fox cap, a bag with a bun, 2 chairs or hemp.

The course of joint motor activity.

Organizing time:

Game "Planes"

The teacher and the children walk onto the playground and there is a box with a toy inside on a chair.

-Children, look, what is this? (Box)

-What do you think is in it? (Children’s answers)

-Let's see. (The teacher opens and takes out the plane)

- Children, what is this? -

- That's right, the plane, but what does it do? (flies)

-Children, would you like to fly like airplanes? (Yes) Only we will have 2 teams: a boys team and a girls team.

Set landmarks.

-This is the boys' airfield, and this is the girls' airfield.

-According to my signal “ Get ready for flight!” We will circle with our arms bent at the elbows and start the engine. When I say: “Fly!” we will raise our arms to the sides and fly. At the signal “ Landing !” — everyone returns to their airfields. Who's faster, boys or girls?!

-Now let’s start the game (the game is played 2-3 times).

-We had a good flight, we returned to the airfields on time, now we need to refuel.

Breathing exercise “At a gas station”

-Legs slightly apart, move your arms from the chest down, say: “sh-sh-sh” (3 times)

Game "Grandfather Horn"

After the game “Planes,” the teacher tells the children to stand in a row near the stairs, lays a rope on the other side, puts on grandfather’s beard and picks up a wand. He walks around the site and limps and says:

-Hello children, do you recognize me? (Yes, grandpa is a horn)

-Children, can I sit on the chair, otherwise I was so tired while walking to you from the forest. And then we will play. You will run behind the rope, let’s see where it is?!

-Can you sing songs? (Yes)

-Well, sing me something then, and I’ll sit and listen to you sing.

Children sing a teaser: “Grandfather the horn, he ate the pie!”

“Grandfather-horn, he ate the pie!”

Grandfather gets up and starts catching them.

-Oh, what, tease your grandfather, I’ll catch up with you, I’ll catch you now! (they run across the platform behind the ropes and stop)

Plays 2 times.

Game "Kolobok"

The teacher takes off his beard after the game and tells the children:

-Guys, look what’s under the bush, it’s a bag and there’s something in it (children bring the bag). The bag is tightly tied and we can’t figure out what’s inside. Let's touch (children feel the object without opening the bag), what do you think it could be?) Different versions of the children are heard)

-I’ll try to open it and see what’s there?

-Look, this is... The children answer: “Kolobok”

-I wonder what he’s doing here, maybe he wants to play with us? (yes)

- I know one game called “Kolobok”. Let's play it.

The teacher tells the description of the game to the children.

-Listen, we need to use a counting rhyme to choose a fox, and all the other children will be koloboks.

Counting book: (choose a fox)

1,2,3,4,5 – we gathered to play

A magpie flew to us

And she told you to drive.

The teacher gives an example of how to use the counting rhyme correctly.

-Now, imagine that we are in the forest. The fox will sit on a chair on one half of the platform, and we will be on the other. We will walk along the platform in small steps, as if we were rolling through the forest, like a bun, and humming a song:

“I am a cheerful bun, I have a ruddy side,

I’m not afraid of anyone, I’m rolling along the path.”

-And when we approach the fox, we must say the following words:

"Oh, trouble, trouble, trouble,

The fox might eat me."

-And run away from the fox around the site in different directions, and whoever the fox hits must move away...

-We start the game, and the bun will watch as we play it and follow the rules. (The teacher puts the bun on a chair (stump))

The game begins. Plays 2 times.

After the game, a breathing exercise is performed.

Exercise “Tree in the Wind”

Initial position. Spread your legs a little.

Performance. While inhaling, we raise our hands up, while exhaling, we lower our hands.

-How does the wind make noise? (sh-sh-sh). (2-3 times).

- Well done guys.

- Guys, did you like playing? (Yes) - Let's go to our site and continue playing other new games.

Kindergarten No. 14 – Card index of outdoor games in the preparatory group

Goal: to teach children the ability to crawl.

Participants stand in two columns. The first one takes a step forward and takes an emphasis, lying bent over. The second participant crawls under the first specified method (on his belly, on low all fours with support on his forearms) and takes the same position next to the first. The third participant starts the movement, etc.

The task is performed 2-3 times in a row. The team that crawls over the landmark the fastest wins.

Having lined up, the teams take the starting position - lying on bent arms. The guides and closing ones face each other. The guides have balls in their hands.

At the signal, players do push-ups while lying down and, raising their pelvis, take a bent position. The guide rolls the ball along the tunnel with a push of both hands and lies on the floor. The closing player, having caught the ball, runs to the place of the guide.

At this time, all other players bend their arms and lie down in the position. The relay ends when the guide returns to his place.

Same conditions, but i.p. - emphasis while sitting behind, and at the moment of rolling the ball - emphasis while lying behind.

(medium mobility game)

Goal: balance, throwing the ball, throwing.

The participants of the game are divided into 2 teams. The first is “pears”, children stand on a bench placed across the hall. The players of the second team, the “throwers,” take one ball each (d=15.25 cm) and line up at a distance of 5-6 m from the bench.

At the signal, the “throwers” ​​take turns throwing the ball, trying to knock down the “pear”. The game is played 5-6 times, the total number of knocked down pears is counted. The team that knocks down the most bags wins.

The player (“pear”) who was hit by the ball or who jumped to the floor is considered to be knocked down.

Both teams stand on parallel benches.

The bench of “throwers” ​​stand perpendicular to the bench with “pears” at a distance of 5-6 m, before the throw the player – “thrower” runs along the bench.

"Dexterous Fingers"

(low mobility game)

Goal: to develop the ability for motor improvisation, motor resourcefulness, the ability to coordinate actions when jointly solving motor problems.

Small objects are scattered around the hall: pieces of rubber mats, felt-tip pens, balls, plastic stoppers, etc. The players collect them by grabbing them with their toes (one object with the right foot, the other with the left foot), and take them in their hands.

When all the items have been collected, the players sit on the floor, and each one arranges some kind of composition from what he has collected (houses, flowers, ships, forest, etc.).

It is not allowed to take objects from the floor with your hands.

With your right foot, collect objects in your left hand, with your left foot in your right hand.

(high mobility game)

Goal: practice jumping.

The players stand in a circle. The driver, being in the middle, twists the rope with a bag at the end so that the bag flies at a height of 5-10 cm from the floor. Everyone jumps over the rope, and the one who touches it receives one penalty point, after which the game continues. The winners are the jumpers who receive the fewest penalty points after 8-12 laps of rope under their feet.

"RAFT CROSSING"

(medium mobility game)

Goal: to promote the development of balance.

The teams are lined up in columns one at a time in front of the starting line (“on the shore”), with two rubber mats (rafts) in the hands of the guide.

At a signal, he places one rug in front of him on the floor and two, three or four people quickly stand on it (depending on the length and width of the rug). Then the guide places a second mat on the floor, and the whole group moves onto it, passing the first mat on.

And so, alternately, jumping from mat to mat, the group crosses the “river” to the opposite “bank”, where the participants remain behind the finish line, and one of the players returns back for the next group in the same way. Players are not allowed to place their feet on the floor.

Participants who violate this condition are eliminated from the game (considered “drowned”). The team that finishes the “crossing” first and without losses wins.

(low mobility game)

Goal: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, skills of collective and coordinated activity.

The players stand in a circle. The first player says his name and shows any movement (turn, clap his hands, jump, etc.). All children repeat the name and movement three times in chorus, trying to pronounce it with the same intonation as the first player. Then the next child says his name and shows the movement, everyone repeats, etc., until all the children say their names.

"HOT POTATO"

(medium mobility game)

Goal: passing the ball.

The players stand in a circle at arm's length. Two players standing on opposite sides of the circle each have a ball.

At the signal, both players begin to pass the balls in a circle in one direction as quickly as possible so that one ball catches up with the other. When one of the players has two balls, the game starts again.

They play for 4-5 minutes, then mark the players who passed the ball well.

The ball must be passed to everyone standing nearby, without letting anyone through. The player who dropped the ball must pick it up and, returning to his place, pass it to his neighbor.

Balls of different weights. Balls of different sizes. The number of balls is more than two.

"SWAP PLACES"

(low mobility game)

Goal: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, skills of collective and coordinated activity.

Children stand in a circle. The instructor offers to swap places for those children who have something the same: blond hair, white T-shirts, pets, etc. For example, the instructor says: “Let those who have a bicycle change places.” Children change places, etc. The game lasts 3-4 minutes.

(high mobility game)

Goal: to teach children the ability to crawl and run.

One child is chosen as an ice cube, and the rest scatter in different directions. “Ice” counts to 5, and then catches up with the fleeing people. When a piece of ice touches them, they freeze in place in a wide stance. To defrost them, other children must crawl between the legs of the frozen ones. The game is played 2-3 times for 2-3 minutes. Each time a new piece of ice is selected.

"BE CAREFUL"

(low mobility game)

Goal: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, skills of collective and coordinated activity.

The teacher invites the children to perform all the movements that he names, but he himself can show completely different movements. For example, the teacher says: “Hands to the sides!”, He himself raises his hands up, etc. The game lasts 2-3 minutes. It can be carried out both in a circle and in any other formation.

Children do what the teacher shows, not what he says.

"IT FLYS - DOESN'T FLY"

(low mobility game)

Goal: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, skills of collective and coordinated activity.

Children stand in a circle, with a teacher in the center. He names animate and inanimate objects that fly or do not fly.

When naming an object, the teacher raises his hands to the sides - up. For example, he says: “The bird flies, the chair flies, the plane flies,” etc.

Children should raise their arms to the sides - up if a flying object is named.

The game can be played while walking slowly.

(low mobility game)

Goal: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, skills of collective and coordinated activity.

Children stand in a circle facing the center, hands behind their backs. In the center of the circle is the driver with his eyes closed. The host gives a small ball to any of the players. Children begin to quietly pass the ball in a circle behind their backs.

The driver, opening his eyes, tries to determine who has the ball, turning to the player: “Olya, show your hands!” The child addressed by the driver shows his hands and again hides them behind his back. The ball cannot be held in your hands for long.

The driver cannot address the children in order.

If the driver determines who has the ball, that player becomes the driver.

"DAY AND NIGHT"

(medium mobility game)

Goal: to teach children the ability to throw and catch a ball

Each of the children has a ball in their hands. At the command “Day!” children perform familiar movements with the ball (throwing up, down, into a wall, into a hoop, hitting the ball in place, in motion, etc.). At the command “Night!” - freeze in the position in which the night found you.

The game lasts 3-4 minutes.

"STREAMS AND LAKES"

(medium mobility game)

Goal: teach children to run and change lanes

Children stand in two or three columns with the same number of players playing in different parts of the hall - these are streams. At the signal “The streams ran!” everyone runs after each other in different directions (each in his own column).

At the signal “Lake!” players stop, hold hands and build circles in the lake. Those children who build a circle win.

USING THE EXAMPLES OF GAMES GIVEN BELOW, YOU CAN SOLVE A NUMBER OF DIFFERENT PROBLEMS

Players in a circle roll the ball from one to another and say:

- The apple rolls into the round dance circle,

- The one who raised him is the governor...

The child who has the ball at this moment is the governor. He says:

- Today I am the governor.

- I'm running from the round dance.

Runs around the circle, puts the ball on the floor between two players. The children say in chorus:

One, two, don't be a crow and run like a horse! Players run in a circle in opposite directions, trying to grab the ball before their partner. The one who ran first and grabbed the ball rolls it in a circle. Game continues.

The driver, chosen according to the counting, stands in the middle of the hall. Children perform various movements to the music, and at the signal: “Stop! One two Three! Slender figure, quickly freeze!” - they stop.

While the driver speaks the text, the players take one of the pre-agreed poses:

1. “Sentry” – legs together, shoulder blades closer together.

2. “Airplane” – legs apart, bending forward, arms to the sides.

3. “Star” – stand with your legs apart, hands behind your head, elbows to the side.

4. “Ballerina” - standing on the right leg, place the bent left foot on the right knee, arms to the sides.

5. “Egyptian step” - the toe of the left foot rests on the heel of the right in one line, the head is raised proudly, the arms are slightly to the sides.

The driver walks between the players and points out children who are not performing their stance or moving correctly. Along the way, he tries to make the players laugh.

Hoops are laid out in a circle - mail delivery addresses (names of settlements and nearby cities). Each player receives an address.

The postman stands in the center, and the recipient players are in the hoops. The teacher announces: “Mail goes from Moscow to St. Petersburg” (or some other cities). Players whose cities are named must quickly switch places.

The postman at this time strives to occupy one of the empty seats. If he succeeds, then the player left without a place becomes a postman.

If the postman fails to take an empty seat for a long time, then the teacher can announce: “Mail goes to all cities,” then all the children change places with each other.

"The bunny is jumping"

A bunny is selected according to the counting rhyme. Children holding hands walk in a circle with their eyes closed. The bunny inside the circle moves by jumping on two legs in the opposite direction under text accompaniment (from the teacher or one of the children):

The fast-footed bunny gallops,

A bunny is jumping along the road.

One two three four five -

Can anyone catch him?

Children raise their hands, making hoops.

The bunny touches one of the players and jumps out of the circle, continuing to jump around the circle accompanied by text:

Here the bunny turned into the forest,

He raised his ears, let's catch up,

Hey, don't yawn, catch up with the bunny!

The players open their eyes. After finishing reading the text, the greasy child tries to catch up with the bunny. If he succeeds, then the bunny leads again; if not, he becomes a bunny himself, and the game continues.

Rocket hoops are laid out around the site. Each rocket is designed for two astronauts. There are several more people playing than there are seats in the rocket. Children, speaking the text, walk around the playground and perform training exercises in preparation for the flight:

Fast rockets are waiting for us

For flight to planets.

Whatever we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers!

The guys scatter and take the rockets in pairs. Children standing in the hoop lift it above their heads, moving their shoulders and pressing their backs and heads tightly against each other. On command: “Take off!” – the astronauts move in a circle with side steps.

On command: “Landing!” – the astronauts lower the hoop down and place it at their feet. The children left outside the rockets evaluate the most beautiful pair pose of the astronauts. At the end of the game, the most attentive players who have completed the largest number of flights are noted.

"Hares in the garden"

According to the rhyme, a watchman is selected who guards the garden - a designated circle with a diameter of 3-4 meters. All the rest - hares - are outside the circle. At the teacher's command, the hares jump into and out of the garden. The watchman jumps on the spot.

If the watchman cannot catch all the hares for a long time, then he turns the stricken ones into his dog assistants, uttering the words: “My friends, don’t yawn, help catch the bunnies.” The hares turned into dogs stop jumping and barking, I help kill the rest of the players.

The winner is the hare that neither the watchman nor the dog managed to catch.

"The Cook and the Kittens"

According to the counting, a cook is selected who will guard the sausage skittles lying in the hoop. The cook walks inside the marked space - the kitchen. Children walk in a circle around the kitchen and the cook, performing various exercises to develop posture, and say the text:

Pussies are crying in the corridor,

Kittens have great grief:

Tricky cook for poor pussies

Doesn't let you grab the sausages.

With the last words, the kittens run into the kitchen, trying to grab the sausage. The cook is trying to besiege the running players. The caught one freezes in a caught position. The game continues until all the sausages are stolen from the cook. Kittens caught by the cook must come up with a name for their captured position.

According to the rhyme, the leader is selected - the lighthouse attendant; he has three flags of different colors (red, yellow, green).

The presenter is located in the center of the hall on a raised platform. There are pitfalls (cubes, skittles) throughout the hall.

The players are rowers in boats. When the leader at the lighthouse raises a green signal, the boats calmly move along the perimeter of the square; when the yellow signal comes, the boats go around the underwater rocks, trying not to hit them. A red flag is a signal for children to stop and quickly squat down. At the end of the game, the rowers who did not mix up the signals are noted.

The game involves two teams of 4-5 people. Each team stands inside a large hoop and raises it to waist or chest level. Team members become a single organism – a “spider”.

Two teams – two competing “spiders” – move in a race from start to finish, coordinating their movements within each circle. The team that reaches the finish line faster wins.

At the end of the game, you need to try to determine what internal state (mood) of the players helped to better coordinate their movements or, conversely, prevented this.

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