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Entertainment in the younger group “Day of Russian Folk Games. Russian folk games and round dances Russian folk games for the 2nd junior group

26.12.2021

Russian folk game "Brook"

Target: Training in a playful manner of walking, mindfulness, playing in a team.

Description: Children become pairs, holding hands. Hands must be raised up in such a way that a “house” is obtained. Pairs of children become one after another, gradually moving forward. Something like a "brook" is formed, which constantly flows.

One person enters the beginning of this stream, passes under the raised hands of the players and grabs one of the players by the hand from the main mass, taking him with him to the end of the stream, standing as its last link. The next pair of players takes the vacant seat, and the vacant player goes to the beginning of the brook and does the same - goes under the hands of the players, snatching the hand of the person he likes from the brook and taking him to the very end of the brook.

Options:

Depending on the size of the playing area, the playing pairs walk in an even, confident step straight or in a circle. At the signal of the teacher (clap hands, whistle), the first couple, bending down, enters the “corridor” from their hands.

Russian folk game "Cabbage"

Target: To develop in children the ability to perform movements on a signal, the ability to coordinate movements with words, exercise in running, the ability to play in a team.

Description: A circle is drawn - a "garden". Hats, belts, scarves, etc. are folded in the middle of the circle. This is cabbage. All participants in the game stand behind the circle, and one of them is chosen by the owner. He sits next to the "cabbage". The “master” depicts with movements what he sings about:

I'm sitting on a pebble, Amuse crayons pegs.

I am amusing small pegs,

I fence my city,

So that the cabbage is not stolen,

Didn't run into the garden

Wolf and fox, beaver and chicken,

Mustachioed hare, clubfoot bear.

The players try to quickly run into the "garden", grab the "cabbage" and run away. Whoever the "owner" catches is out of the game. The participant who carries the most "cabbages" is declared the winner.

Rules of the game: You can run only after the words "bear clumsy."

Russian folk game "Grandfather Rozhok"

Target: Develop, develop speed, dexterity, eye, improve orientation in space. Practice running.

Description: Children choose Grandfather according to the counting rhyme.

By God's dew

On the ass lane

There are cones, nuts,

honey, sugar

Get out, grandfather Rozhok!

The selected Grandfather player is assigned a "home". The rest of the players move 15-20 steps away from the “house” of this one - they have their own “house”.

Children: Oh, you, grandfather Rozhok,

I burned a hole in my shoulder!

Grandpa: Who is afraid of me? Children: Nobody!

Whom he taunted, he catches those who play with him. As soon as the players run from house to house and the driver and the assistant take their place, the game resumes.

Rules of the game: the game continues until there are three or four players not caught.

Russian folk game "Frogs in the swamp"

Target: To develop in children the ability to act on a signal, exercise in jumping on two legs.

Description: On both sides outline the coast, in the middle - a swamp. On one of the banks there is a crane (beyond the line). Frogs are located on bumps (circles at a distance of 50 cm) and say:

Here from the wet rotten

Frogs jump into the water.

They began to croak from the water:

Kwa-ke-ke, kwa-ke-ke

It will rain on the river.

With the end of the words, the frogs jump from the bump into the swamp. The crane catches those frogs that are on the hummock. The caught frog goes to the crane's nest. After the crane has caught several frogs, a new crane is chosen from those who have never been caught. The game is restarted.

Russian folk game "Golden Gate"

Target: Develop, develop speed, dexterity, eye, improve orientation in space. Practice walking in a chain.

Description: A pair of players stand facing each other and raise their hands up - this is the gate. The rest of the players take each other so that a chain is obtained. All children say:

Hey people, hey people

We intertwined our hands.

We raised them up

It turned out to be a beauty!

It turned out not simple,

Golden Gate!

The gate players say a rhyme, and the chain must quickly pass between them. Children - "gates" say:

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second one is prohibited.

And for the third time

We won't miss you!

With these words, hands fall, the gates slam shut. Those that are caught become additional gates. Gates win if they manage to catch all the players.

Rules of the game: The game continues until there are three or four not caught players left, you need to lower your hands quickly, but carefully.

Tatar folk game "Tatar wattle"

Target: teach joint action; develop the ability to navigate in space.

Game description: one subgroup of children stands along the hall, at a distance of 1 step from each other, holds hands and raises them above their heads, pronounces the words:

“Veisya, you vyasya, my cabbage!

Weave, you weave, my fork!

How can I not curl cabbage

How can I not twist with a fork!”.

The children of the second subgroup, holding hands, run like a snake around the players of the first subgroup. Methodical instructions: players of the first subgroup cannot be touched.

Then the subgroups change. (Repeat 2 times)

Mordovian folk game "Running along the trunk"

Target: consolidate the skill of balance; walking and running at a variable pace.

Game description:

Words are spoken:

"White birch,

Black Rose,

fragrant lily of the valley,

fluffy dandelion,

Blue bell.

Turn around! Don't stop!"

Children walk along the log (gymnastic bench) in a stream, accelerating the pace of movement, then run along the bench at a fast pace, slowing down, switch to walking and gradually stop. (Repeat the game 2-3 times)

Methodical instructions: Don't push, keep your distance.

Russian folk game "Game"

Target: To develop in children the ability to act on a signal, to independently choose movements, to exercise in building in a circle, walking with a change of direction.

Description: Children stand in a circle, hold hands. The leader is in the center. The players walk in a circle and say in a singsong voice:

Uncle Tryphon

There were seven children

Seven sons:

They didn't drink, they didn't eat,

They looked at each other.

Together they did like me!

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best of all becomes the leader.

Rules of the game: When the game is repeated, the children standing in a circle go in the opposite direction.

Russian folk game "Horses"

Target: To develop in children the ability to perform movements on a signal, exercise in running with high knees, walking, and the ability to play in a team.

Description: The players scatter all over the site and, at the signal of the teacher, "Horses" run, raising their knees high. On the signal "Coachman" - normal walking. Walking and running alternate. The teacher can repeat the same signal in a row.

Artistic word:

Hop-hop! Well, gallop!

You fly, horse, soon, soon

Through the rivers, through the mountains!

All the same, at a gallop - gop-hop!

Rut-rut! Trot, dear friend!

After all, there will be strength to restrain, -

Trot-trot, my dear horse!

Rut-rut! Don't stumble, my friend!

Rules of the game: You can run only after the word "catching up."

Russian folk game "Jump Rope"

Target: To develop in children the ability to perform movements on a signal. Exercise in jumping on two legs, the ability to play in a team.

Description: One of the players takes the rope and spins it. Low from the ground. The rest jump over the rope: the higher, the more income and wealth will be.

Before the game begins, the following words are said:

So that the spikelet is long,

To grow flax high

Jump as high as possible.

You can jump over the roof.

Rules of the game:

Whoever touches the rope is out of the game.

Russian folk game "Frost red nose"

Target:

Description: Two houses are designated on opposite sides of the site, players are located in one of them. In the middle of the site, the driver stands up - Frost-Red Nose.

He says:

I am Frost-Red Nose.

Which one of you decides

To go on a path?

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run across the playground to another house. Frost catches up with them and tries to freeze (touch with a hand). The Frozen ones stop at the place where Frost overtook them, and stand until the end of the dash. After several runs, another driver is chosen. Rules of the game: You can run only after the word "frost". "Frozen" players do not move.

Russian folk game "Babka Yozhka"

Target: To develop in children the ability to perform movements on a signal, exercise in dodging, jumping on one leg, and the ability to play in a team.

Description: Children form a circle. The driver stands in the middle of the circle - Grandmother Ezhka, in her hands is a “broom”. Players run around and tease her:

Grandmother Ezhka - Bone Leg

She fell off the stove, broke her leg,

And then he says:

My leg hurts.

She went to the street

Crushed the chicken.

Went to the market

Crushed the samovar.

Grandma Ezhka jumps on one leg and tries to touch someone with a “broom”. Whoever touches - he is "bewitched" and freezes.

Rules of the game: The “bewitched” stands still. Another driver is chosen when there are a lot of “bewitched” ones.

Russian folk game "Two Frosts"

Target: To develop in children the ability to perform movements on a signal, endurance. Practice walking and running.

Description: Two houses are designated on opposite sides of the site, players are located in one of them. In the middle of the site, two driving frosts rise from opposite sides - Frost-Red Nose and Frost-Blue Nose.

We are two young brothers, Two Frosts Removed

I am Frost-Red Nose, I am Frost-Blue Nose,

Which one of you decides

To go on a path?

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run across the playground to another house. Frosts catch up with them and try to freeze (touch with a hand). The Frozen ones stop at the place where Frost overtook them, and stand until the end of the dash. After several runs, other drivers are chosen. Rules of the game: You can run only after the word "frost", "frozen" players do not move.

Russian folk game "Hop! Clap! Run away!

Target: Develop, develop speed, dexterity, eye, improve orientation in space. Practice running.

Description: The players walk around the playground - they pick flowers in the meadow, weave wreaths, catch butterflies, etc. Several children play the role of horses that nibble grass on the side. After the leader's words:

"Clap, clap, run away,

Horses will stop you"

multiple players

pronounce:

"But I'm not afraid of horses,

I'll ride along the way!"

and begin to jump on sticks, imitating horses and trying to catch children walking in the meadow.

Rules of the game: You can run away only after the word "I'll ride"; the child who is overtaken by the horse is temporarily out of the game.

Russian folk game "Zhmurki"

Target: Develop the ability to act on a signal, learn to navigate in space, follow the rules of the game.

Description: Children choose one participant, put a blindfold on his eyes. At this signal, the participants in the game rush in different directions, and a child with a blindfold, standing in the middle of the place for the game, tries to catch one of the running ones.

The one who gets caught changes roles with him, that is, they put a blindfold on his eyes and he becomes a "blind man's blind man".

Rules: Children must, while running, still make sure that the one who is blindfolded does not stumble upon any object; at the sight of danger, they warn with a cry: "fire"!

Options: The game can be played with a bell, which the children pass to each other.

Bashkir game "Equestrian competition"

Target: development of speed; coordination in movements;

Competitive moment.

Game description: Players line up in pairs one behind the other. The “horse” player stretches his arms back - down and takes the “rider” by the hands. On command, the couples run to the finish line, then change (repeat 3-4 times).

Methodical instructions: couples run straight without crossing the road to others, do not pull hard on the “rider”.

Russian folk game "Keep up"

Target: Develop the ability to perform movements on a signal. Practice throwing.

Description: Children are divided into two equal teams. Along one of the lines, circles with a diameter of about 30 centimeters are drawn, according to the number of players on one team. After that, the players of one team are built in a line along the line, putting one foot in the drawn circle. Players of the opposing team stand opposite, at a certain, predetermined distance. Their task is to hit the players of the opposing team with soft balls. The game lasts according to the number of set shots (for example, 5), after which the teams change places. Points can be awarded for each hit. The team with the most points wins.

Rules: During the game, it is forbidden to throw the ball in the face, and the players in the circles to tear off the foot in the circle from the ground.

Russian folk game "Hawk"

Target: To develop the ability to act on a signal, exercise children in running in different directions, building in pairs.

Description: Children cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows.

A hawk is placed in front of everyone, which can only look ahead and does not dare to look back. At this signal, the pairs suddenly separate from each other and rush in a run in different directions, at this time the hawk catches up with them, trying to catch someone. The victim, i.e., found himself in the claws of a hawk, changes roles with him.

Options:

Children while running tend to throw a handkerchief at the hawk, if they fall into it, it is considered "bewitched" and another is selected from the children in its place .

Russian folk game "Bells"

Target: To develop the ability to act on a signal, attention, to train children to navigate in space by auditory perception, building in a circle, round dance.

Description: Children stand in a circle. Two people go to the middle - one with a bell or a bell, the other - blindfolded.

All children say:

Tryntsy-bryntsy, bells,

The daredevils called:

Digi digi digi dong

Guess where the call is coming from!

After these words, the "blind man's blind man" catches the dodging player.

Rules: Start catching only after the words “Ring!”. The player being caught must not run out of the circle.

Options: Children forming a circle can dance.

Russian folk game "Mother Spring"

Target: To develop the ability to act on a signal, to exercise children in walking, building in a circle.

Description: Spring is selected. Two children with green branches or a garland form a gate.

All children say:

Mother spring is coming

Open the gate.

The first of March has come

He spent all the children;

And then April

Opened the window and the door;

And how May came -

Play as much as you want!

Spring leads a chain of all the children through the gate and leads them into a circle.

Rules: Don't open the chain

Russian folk game "Pie"

Target: To develop in children the ability to perform movements on a signal. Exercise in running, the ability to play in a team.

Description: The players are divided into two teams. The teams are facing each other. A “pie” sits between them (a hat is put on it). Everyone unanimously begins to praise the "pie":

Here he is, how tall,

Here he is, how soft,

Here he is, how wide.

Cut it and eat it!

After these words, the players, one from each team, run to the “pie”. Whoever runs to the goal faster and touches the "pie" takes it away with him. A child from the losing team sits in the place of the "pie". This continues until everyone on one team has lost.

Russian folk game "Malechina-Kalechina"

Target: To develop dexterity, endurance, coordination of movements, a sense of sports rivalry.

Description: The players choose the driver. Everyone picks up a stick and says:

Malechina-kalechina,

What time is it

Left until the evening

Before summer?

After these words, put the stick vertically on the palm or on the tip of the fingers.

The driver counts: “One, two, three ... ten!” When the stick falls, it should be picked up with the other hand, preventing it from falling completely to the ground. The score is kept only until the second hand is picked up, and not until it falls to the ground. The one who holds the stick the longest wins.

Options: The stick can be held in different ways:

1. On the back of the hand, on the elbow, on the shoulder, on the head.

2. Holding the stick, they squat, stand on the bench, walk or run towards the drawn line.

3. They hold two sticks at the same time, one on the palm, the other on the head.

Rules of the game: The fingers of the other hand (stick) cannot be supported by a crippled child.

Russian folk game "Chains forged"

Target: To develop in children the ability to act on a signal, exercise in building in two lines, running.

Description: Two lines of children, holding hands, stand opposite each other at a distance of 15 - 20 m. One line of children shouts:

Chains, chains, break us!

Which one of us? - answers the other

Stepoy! - answers first

The child, whose name was called, runs up and tries to break the second line (aims at clasped hands). If he breaks, then he takes into his line the pair of participants that he broke. If he does not break, then he stands in a line that he could not break. The team with the most players wins. .

Russian folk game "Salki"

Target: To develop in children the ability to perform movements on a signal, exercise in jumping on one leg, with advancement, the ability to play in a team.

Description: Children disperse around the playground, stop and close their eyes. Everyone's hands are behind their backs. The driver, unnoticed by others, puts an object in one of their hands. To the words "One, two, three, look!" children open their eyes. The one who got the item raises his hands up and says "I'm a tag." The participants of the game, jumping on one leg, run away from the tag. The one whom he touched with his hand goes to drive. He takes the object, lifts it up, quickly says the words: “I am a tag!”

The game is repeated.

Rules of the game:

1. If the player is tired, he can jump alternately on one or the other leg.

2. When the tag is changed, players are allowed to stand on both feet.

3. Salka must also jump on one leg.

Bashkir game "Swallows and hawks"

Target: develop attention; exercise in fast running; develop orientation in space, attention.

Game description: The players are divided into 2 teams and stand in two rows with their backs to each other. In one row - "hawks", in the other - "swallows". The host calls one of the teams. The team that was named catches up with the other. Those who are caught become prisoners of those who catch. The team with the most players at the end of the game wins.

Methodical instructions: carefully listen to the driver, running away, try not to bump into each other (repeat 3-5 times).

Russian folk game "Weaver"

Target: Develop agility, endurance, coordination of movements. Exercise children in walking, running.

Description: Two ranks, arms tightly intertwined, stand opposite each other facing each other. In the middle of the corridor, 2 "shuttles" will run towards each other along the right side of the corridor each. On command, everyone begins to sing a recitative:

I am a cheerful weaver

I can weave famously, famously.

Ay, lu-li, ah, lu-li,

I can weave famously, famously!

The ranks approach and diverge in even walls, weave, at this time the "shuttles" must slip through. If they don’t have time, then they “twist the thread” (they don’t weave it well). When the “shuttles” ran through, they join the “village” and stand in a line.

Rules of the game:"Shuttle" should not run into each other.

Russian folk game "Bear"

Target: To develop the ability to act on a signal, to exercise children in running in various directions, to teach them to navigate in space, to follow the rules of the game.

Description: The participants in the game by lot choose one comrade, who is entrusted with the role of the bear. On one of the sides of the space allotted for the game, a small place is limited by the line, which serves as a den for the bear.

At this signal, the children rush from one end of the yard to the opposite, and the “bear” catches up with them, trying to touch one of them with his hand, i.e., “offend”.

"Salenny" also becomes a "bear" and is led into a den. The game continues in this order until there are more “bears” than the remaining participants in the game.

Rules: As the number of assistants of the “bear” increases, they all go out with him to prey, are installed in a row, and only those located at the edges have the right to catch the players. It is necessary to act only on a signal.

Russian folk game "Burners with a handkerchief"

Target: To develop in children the ability to act on a signal, exercise in running.

Description: The players stand in pairs one behind the other. The driver is ahead, he holds a handkerchief in his hand above his head.

All in unison:

Burn, burn bright

To not go out.

Look at the sky,

The birds are flying

The bells are ringing!

One two Three!

Last couple run!

The children of the last pair run along the column (one on the right, the other on the left). The one who runs to the driver first takes a handkerchief from him and stands with him in front of the column, and the late one “burns”, that is, drives .

Russian folk game "Lame Fox"

Target: Exercise children in running in a circle, jumping on one leg.

Description: Children choose "Lame Fox". At the place chosen for the game, a rather large circle is drawn, which includes all the children, except for the “fox”. At this signal, the children rush in a circle, and the fox at this time jumps on one leg and tries at all costs to touch one of the running hands. As soon as she succeeds, she enters the circle and joins the rest of the running children, while the victim takes on the role of the “fox”. The children play until everyone is the lame fox; the game, however, can be stopped earlier, at the first appearance of signs of fatigue.

Rules: Children who have entered the circle must run only in it and not go beyond the outlined line, in addition, the participant chosen by the fox must run on only one leg.

Folk games for preschoolers

HISTORY OF RUSSIAN FOLK GAMES

The culture of each nation includes the games created by it.
For centuries, these games have accompanied the daily lives of children and adults, develop vital qualities: endurance, strength, dexterity, speed, instill honesty, justice and dignity.
Russian folk games have thousands of years of history:
they have been preserved to this day from ancient times, passed down from generation to generation, incorporating the best national traditions.
In addition to preserving folk traditions, games have a great influence on the education of character, willpower, interest in folk art among young people and develops physical culture.

EXPLANATORY NOTE

The folk game is a game that is implemented on the principles of voluntariness, spontaneity under special conditions of reservation, popular and widespread at a given historical moment in the development of society and reflecting its characteristics, undergoing changes under various influences: socio-political, economic, national. The folk game, being a phenomenon of folk culture, can serve as one of the means of introducing older children to folk traditions, which, in turn, is the most important aspect of educating spirituality, forming a system of universal values; in the current situation of social development, an appeal to folk origins, to the past, is very timely.
The folk game contributes to the development of the necessary moral qualities in children of older preschool age, always in conjunction with qualities related to the physical, mental, labor and other aspects of culture. A wide variety of games can be used to form a culture of communication in older preschool children. Thus, including the folk game in the educational process, the educator unobtrusively, purposefully introduces children into the world of folk culture, teaching children the culture of communication.
The peculiarity of the folk game as an educational tool is that it is included as a leading component in folk traditions: family, labor, family, festive games and others. This allows an adult to unobtrusively, purposefully introduce children into the world of folk culture, ethics, and human relations. It is no coincidence that the gaming experience of older preschool children certainly includes a variety of folk jokes, game counting rhymes, folk mobile, comic and other games with peers and adults.
Folk outdoor games affect the upbringing of the will, moral feelings, the development of intelligence, speed of reaction, and physically strengthen the child. Through the game, a sense of responsibility to the team is brought up, the ability to act in a team. At the same time, the spontaneity of the game, the lack of didactic tasks makes these games attractive "fresh" for children. Apparently, such a widespread use of folk outdoor games ensures their safety and transmission from generation to generation.
There is a lot of humor, jokes, competitive enthusiasm in folk games; the movements are precise and figurative, often accompanied by unexpected funny moments, tempting and beloved by children, counting rhymes, draws, and nursery rhymes. They retain their artistic charm, aesthetic value and constitute the most valuable, undeniable game folklore.
The main condition for the successful introduction of folk outdoor games into the life of preschoolers has always been and remains a deep knowledge and fluency in an extensive game repertoire, as well as the methodology of pedagogical guidance. The educator, creatively using the game as an emotional and imaginative means of influencing children, awakens interest, imagination, achieving active performance of game actions. Folk games in combination with other educational means are the basis of the initial stage of the formation of a harmoniously developed personality, combining spiritual wealth, moral purity and physical perfection. This is the relevance of the topic of my work.

Purpose of work: introducing children to the folk culture of the peoples of Russia.
Using folk games in the work, it is necessary to simultaneously implement the following tasks:
To acquaint with folk holidays included in the Russian folk calendar; with the history of their occurrence; to cultivate a desire to adopt and preserve folk traditions.
Develop coordination of movements, muscle tone, artistic skills.
To promote the development of initiative, organizational and creative abilities.
A fairly well-known saying: if you want to know the soul of a people, take a closer look at how and with what their children play. The game accompanies a person from the cradle. Scientists have long noticed that it is children's games that help to visualize the hoary antiquity. Much of what was characteristic of everyday life has disappeared over the centuries, but something has been preserved only in children's games.


RELEVANCE
Folk games are a natural companion of a child's life, a source of joyful emotions, which has great educational power. Unfortunately, folk games have almost disappeared, so the task of the teacher is to make this type of activity a part of children's lives.
The practical significance of this card file lies in the fact that it creates the conditions for the revival of folk games and helps to make children's leisure meaningful and useful.


PURPOSE: introducing children to the folk culture and culture of the peoples of Russia.
TASKS:
1. Introduce folk holidays included in the Russian folk calendar; with the history of their occurrence; to cultivate a desire to adopt and preserve folk traditions.
2. Develop coordination of movements, muscle tone, artistic skills.
3. Promote the development of initiative, organizational and creative abilities.

At the grandmother's malania.
Children walk in a round dance, saying:
“At Malania, at the old woman,
Lived in a small hut
seven sons,
seven daughters,
All without eyebrows
With noses like these
(gesturing)
With these beards
They all sat
Didn't eat anything
They did it like this…”
(reproduce the actions shown by the Leader)

Tent.
The participants of the game are divided into 3-4 subgroups. Each subgroup forms a circle at the corners of the site. A chair is placed in the center of each circle, on which a scarf with patterns is hung. Children join hands, walk in a circle around the chairs, sing and say:
We are funny guys.
Let's all gather in a circle
Let's play and dance
And rush to the meadow.
With the end of singing, the children are rebuilt in one common circle. Holding hands, they move around in circles. With the end of the music (or at the signal “We are building a tent”), the children quickly run to their chairs, take scarves and pull them over their heads in the form of a tent (roof). The group that builds the Tent first wins.

Gardener.
A “stump” (high chair) is placed in the center of a large circle, pegs (or toys denoting vegetables) are placed in a circle. All players stand around the circle. The "gardener" sits on a stump and "amuses the pegs", while saying:
I'm sitting on a stump
I am amusing small pegs,
I city the garden.
With the end of the words, the players try to quickly run into the garden and carry away the pegs (“vegetables”). The child touched by the "gardener" is out of the game. The one who collects the most pegs wins.

Roll the caravan.
They blindfold one of the children, then turn it several times around the axis and, continuing to turn it, sing:
Roll a loaf
Turn around, come on
To the forest - curolesu,
I'll climb into the garden
I'll break the weave
I will dig the ridges.
Speak, blind
Where to head?
The “blind” must guess and name the place where he turns his head. For example, to the wall, to the window, etc. If he guesses correctly, another participant takes his place.

Storks and frogs.
Children are divided into two groups: "storks" and "frogs" - and are located on opposite sides of the playground. Storks stand on one leg, and Frogs jump towards them with the words:
You stand on one leg
You look at the swamp
And we have fun, jump - lope,
Catch up - ka us, my friend!
The storks are chasing the frogs. The next time, the children switch roles.

Drake.
The players line up in a circle, choose a "drake" and a "duck". Children walk in a circle, holding hands, and sing:
Drake was chasing a duck
A young duck drove:
"Go, duck, home,
Go, gray, home!
The Drake goes inside the circle clockwise, and the Duck goes around the circle counterclockwise. With the end of the singing, the drake catches the duck in a cat-and-mouse game. Having caught the "Duck", Drake leads her into a circle and kisses her on the cheek.

Burn bright.
Children stand in a circle and hold hands. In the middle is a child with a handkerchief in his hand (leader). First, the children go in a circle to the right, and the driver waves a handkerchief. Then the children stop and clap their hands. The driver moves in jumps inside the circle. With the end of the music, they stop and turn to face the two children standing in a circle. Then the chorus players sing a rhyme:
Burn, burn bright
To not go out.
One two Three!
To the words “One, two, three”, the children clap their hands three times, and the leader waves his handkerchief three times. After that, the two guys, opposite whom the driver stopped, turn their backs to each other and run around the circle. Everyone strives to run first, to take a handkerchief from the driver and lift it up.
The game is repeated.

Burn, burn bright. (2)
Children line up in pairs. The driver gets ahead. He is not allowed to look back. Everyone sings:
Burn, burn bright
To not go out.
Look at the sky
The birds are flying, the bells are ringing!
When the song ends, the children in the last pair separate and run around those in pairs (one on the left, the other on the right). They try to grab hands in front. The driver, in turn, tries to catch one of the running ones. The one who is caught becomes the driver in the first pair, and the one who is left without a pair becomes the new driver. If a pair of runners manages to connect before the driver has time to catch anyone, then this pair gets ahead, the game continues with the previous driver.

Crow.
Children stand in a circle. One child is chosen in advance - a raven. (he stands in a circle with everyone).
Oh guys, ta-ra-ra!
There is a mountain on the mountain
(children walk to the center of the circle in fractional steps)
And on that mountain there is an oak tree,
And on the oak funnel.
(with the same step, the children go back, expanding the circle, and leave the “crow” in the center)
Raven in red boots
With gilded earrings.
(the raven dances, the children repeat his movements)
Black raven on oak
He plays the trumpet.
Turned pipe,
gilded,
The pipe is fine
The song is complex.
With the end of the song, the “raven” runs out of the circle, everyone closes their eyes. The raven runs around the circle, touches someone's back, and he himself becomes in a circle. As the song begins, the touched child becomes a raven.

Paints.
The players choose the owner and the buyer - a trait. Everything else is paint. Each paint invents a color for itself and, so that the buyers do not hear, calls it to the owner. Then the owner invites the buyer. The devil approaches, knocks on the ground with a stick and speaks with the owner:
- Knock Knock!
- Who's come?
- I am a devil with horns, with hot rapids,
Fell from the sky, fell into a pot!
-Why did you come?
- For paint.
- For what?
- For the red one.
If there is no red paint, the owner says:
- No such. Get home. On its path of the curve.
If there is paint, the owner says:
Jump on one leg on the red carpet
Find red boots.
Wear it, wear it
And bring it back!
At this time, the red paint runs off. And the devil is trying to catch up with her.

Fontanelle.
The guys hug each other by the belt and stand in single file along the spring stream. Everyone sings:
The fontanel spilled
Golden horn. U-uh!
The key spilled
White, snow. Whoo!
On the mosses, on the swamps,
On rotten decks. Whoo!
Then they try to jump over the stream sideways without touching the water. But at the same time, everyone interferes with his neighbor. Whoever touches the water is out of the game.

The rooks are flying.
Children become in a circle. One comes to the middle and sings:
The rooks are flying
They trumpet all over Rus':
-Gu-gu-gu-
We bring spring!

He raises his hands up, showing how the rooks are flying.
Fly! Fly! children shout and raise their hands
The cranes are flying
They shout all over Rus'.
Gu-gu-gu!
No one can catch up with us!
Fly! Fly! the children shout and raise their hands.
The piglets are flying
The stripes screech.
Oink oink oink
Tired of us in the barn!
They fly, le ... - some children make mistakes and raise their hands up. Whoever makes a mistake is out of the game. Then you can name other birds and animals.

Ringlet.
The host takes the ring in his hands. All other participants sit on a bench, fold their hands like a boat and put them on their knees. The host goes around the children and puts his palms in each of his hands, while he says:
I'm walking along the mountain, I'm carrying a ring! Guess - guys, where did the gold fall?
To one of the players, the host imperceptibly puts a ring in his hands. Then he moves a few steps away from the shop and sings the words:
Ring, ring,
Get out on the porch!
Who will come down from the porch
He will find the ring!
The task of the player who has the ring in his hands is to jump off the bench and run away, and the children sitting next to him must guess who has it hidden, and try to keep this player out, holding it with his hands. If the player with the ring fails to escape, he returns the ring to the leader. And if he manages to escape, he becomes the new leader and continues the game.

Raven (2).
Raven and Hare are selected. The rest of the children are rabbits. They cling to the Hare, stretching into a long chain and saying:
We're going around the Raven
We carry three grains.
Who has two, who has one
And Raven - nothing!
The raven sits on the ground and picks it with a stick. The hare comes up to him and asks:
Raven, Raven, what are you doing?
- I'm digging a hole - Raven answers.
-What do you need a hole for?
- I'm looking for money.
- What do you need money for?
- I'll buy a sitchik.
-What do you need a sieve for?
- Sew a bag.
Why do you need a bag?
-Put pebbles.
- What do you need pebbles for?
-To throw at your children!
What have my kids done to you?
- They ran into my garden
They dragged a ray and a machik!
And a turnip, yes mint -
Stomp your heels!
Kar-r-r! - the raven shouts and rushes at the rabbits, and the hare protects. The little hare that the raven pulls out of the chain and becomes the new raven.

Cabbage.
A circle is drawn - a garden. In the middle of the circle, the players put their hats, belts, scarves, indicating cabbage. All participants in the game stand behind the circle, and one of the guys chosen by the owner sits next to the cabbage. The owner, showing movements of an imaginary work, sings:
I'm sitting on a rock
Pegs of crayons amuse / 2 times
I fence my city,
So that the cabbage is not stolen,
Did not run into the garden
wolf and fox,
Beaver and marten
Zainka mustachioed
The bear is fat.
The guys are trying to quickly run into the garden, grab the "cabbage" and run away. Whom the Kozlik touches with his hand in the garden, he no longer participates in the game. The player who takes the most "cabbages" out of the garden is declared the winner.

Wolf and sheep.
The players choose a wolf and a shepherd, all the rest - sheep. The shepherd stands in the middle of the meadow with a stick in his hands. Sheep graze around him. The wolf is hiding behind a tree. The shepherd sings:
I pass, I pasture sheep near the river
The wolf behind the mountain, the gray behind the steep one.
And day and night he prowls, looking for my sheep.
And I'm not afraid of the wolf. I will defend myself with my father,
I'll fight off with a stump.
"I'll go, I'll sleep!" - says the shepherd, lies down and pretends that there are no sheep, and sings:
I pass, I pass until the evening,
And there is nothing to drive home!
The gray wolf has come
My lambs collide?
And I fell asleep and did not chul the spirit!
The shepherd begins to look for sheep, knocks on the ground with a stick and says: “Here is a wolf track, here is a sheep track ..”
Approaches the wolf and asks:
- Wolf, have you seen my sheep?
-What are they?
- White ones.
- Ran along the white path. (sheep with blond hair run away from the wolf to the shepherd) Then the wolf says “Run along the black path” and the lambs with dark hair run away.

Baba Yaga.
According to the counting rhyme, Baba Yaga is selected. Then a circle is drawn on the ground. Baba Yaga picks up a branch - a pomelo and stands in the center of the circle. The guys run around and tease:
Grandmother Yozhka - bone leg,
She fell off the stove and broke her leg.
And then he says:
-My leg hurts.
She went to the street
Crushed the chicken.
Went to the market
Crushed the samovar.
Went to the lawn
Scared the bunny.
Baba Yaga jumps from the circle on one leg and tries to touch the guys with her broomstick.

bees.
A participant is selected - depicting a flower. The rest of the guys are divided into 2 groups - watchmen and bees. Watchmen, holding hands, walk around the flower and sing:
Spring bees
Wings of gold
What are you sitting?
Do you fly into the field?
Al whips you with rain,
Does the sun bake you?
Fly over the high mountains
For green forests.
On a round meadow
On an azure flower.
The bees try to run into the circle, and the watchmen, either raising or lowering their hands, interfere with them. As soon as one of the bees manages to get into the circle and touch the flower, the guards, unable to save the flower, scatter. Bees run after them, trying to sting and buzz in their ears.

Golden Gate.
One pair of players join hands and raise them up, forming a gate. The rest of the participants in the game, holding hands, pass through the gate in a chain and sing:
Mother Spring is coming
Open up the gate.
The first of March has come -
He brought all the children.
And then April
He opened the window and the door.
And how May came -
How much do you want now walk!
Having passed everyone several times, the players forming the gate ask each one which side he chooses - right or left.
Divided into 2 teams, they all make up new pairs and, holding hands, raising them up, stand in a row outside the gate. One of the players, who does not have a pair, enters the gate, and they sing to him:
Mother Spring walks
Through the fields, forests alone
Saying goodbye for the first time
Another time is prohibited
And the third time we will not miss you!
Then, with the edge of his hand, he separates the hands of standing pairs. the formed 2 teams measure their strength - they pull the rope.

Woodpecker.
The players choose a participant representing a woodpecker. The rest of the players approach the tree with the woodpecker and sing:
A woodpecker walks on arable land,
Looking for a grain of wheat
I didn’t find it and hammer bitches
There is a knock in the forest.
Knock-Knock!
After that, the woodpecker takes a stick and, counting to himself, knocks on the wood the planned number of times. Which of the players will be the first to correctly name the number and run around the tree so many times becomes a new woodpecker and the game is repeated.

Zarya - Zaryanica.
One of the guys is holding a pole with ribbons attached to the wheel. Each player takes the tape. One of the players is the driver. He is outside the circle. Children walk in a circle and sing a song:
Dawn - Dawn, red maiden,
Walked across the field, dropped the keys.
The keys are gold, the ribbons are blue.
One, two - do not crow
And run like fire!
With the last words of the game chorus, the leader touches one of the players, he throws the tape, the two of them run in different directions and run around the circle. Whoever grabs the left ribbon first will win, and the loser becomes the leader. The game is repeated.

Yerykalishe.
A circle is drawn. Erykalishche is chosen according to the counting rhyme. He is wearing a mask of a terrible monster. He becomes in a circle. The rest run around and sing:
Eco miracle, miracle - Yudo,
Sea Bay - Erykalishche!
Eco miracle, miracle - Yudo,
From the mountain oak - a lame abomination!
Suddenly, the player representing Erykalische jumps out of the circle, and jumping on one leg, catches the children running around. Whoever he catches, he takes him into captivity in a circle and rests. Then he is teased again, and Yerykalische, together with the captive player, jump on one leg, catching the rest. The game continues until Erykalishe and his assistants catch all the children.

Grandfather Mazai.
The players choose grandfather Mazai. The rest of the participants agree on what movements, denoting work, will show him (threshing, harvesting, etc.), they come up to grandfather Mazay and sing:
Hello, grandfather Mazai,
Get out of the box!
Where we were - we won't say
And what did we do - we'll show you!
After these words, everyone depicts with movements the work that they have agreed on. If grandfather Mazay guesses correctly, the children scatter and he catches them. Whoever catches it first becomes the new grandfather Mazai and the game is repeated. If he does not guess, he is shown another job.

Thief is a sparrow.
A gardener and a sparrow are selected. The rest of the players form a circle and hold hands. The gardener goes to the middle of the round dance, the sparrow remains outside the circle. Children lead a round dance and the gardener sings:
Hey, thief - sparrow,
Don't peck my cannabis
Not mine, not yours, not your neighbor's.
I'm for that cannabis
I'll break your leg.
The gardener runs to catch a sparrow. Children let a sparrow into the circle and let it out, and the gardener can only catch it outside the circle. While everyone sings:
Our sparrow
In a gray coat
Does not go to the open field,
Cannabis does not bite
Drifting around the yard
Collects crumbs.
Having caught a sparrow, the gardener changes places with him, or a new gardener and sparrow are selected, and the game is repeated.

Owl.
One of the players depicts an owl, the rest - mice. The owl calls out: "Morning!" and then the mice begin to run, jump. The owl calls "Day", the mice keep moving. Zetem the owl says: “Evening!”, then the mice begin to walk around her and sing:
Oh, you owl-owl,
golden head,
That you don't sleep at night
Are you all looking at us?
Owl says "Night". At this word, the mice instantly freeze. The owl approaches each of the players and tries to make them laugh with various movements and merry grimaces. Anyone who laughs or makes any movement is out of the game. Whoever doesn't laugh stays in the game.

Silent.
The players choose a leader, sit around him and sing:
Horses, horses, my horses
We sat on the balcony
They drank tea, washed cups,
In Turkish they said:
- Chab - chalyabi, chab - chalyabi.
The cranes have arrived
And they told us: "Freeze!"
Who will die first
He will get a bump in the forehead.
Don't laugh, don't talk
And be a soldier!
As soon as the last word is sung, everyone falls silent. The driver tries to make each of the children laugh - with movements, funny grimaces. If one of the players laughs or says a word, then he gives the driver a phantom. At the end of the game, each of the participants redeems their phantom: at the request of the driver, they perform various actions (sing, read a verse ...)
Zhmurki.

The players choose a participant representing a cat, blindfold him with a handkerchief - he is the blind man's buff, bring him to the door and sing:
Come, cat, to the threshold,
Where is the sour cream and cottage cheese!
Turn around five times
Catch mice, not us!
After these words, everyone scatters, and the cat is looking for them. Children dodge, squat, walk on all fours (however, you can’t hide or run very far!). If the cat comes close to any object that can be hit, they warn him, saying: "FIRE!" . When the blind cat catches one of the children, he takes his place, and the game is repeated.

Mill.
The players stand in a circle, each participant, without leaving their place, is spinning. While everyone sings:
Run aground, run a mill,
The grinders are spinning!
Melie, meli go to sleep
And fill the bags!
At the last word of the song, everyone should stop and stand still. Whoever falls or fails to stop in time, he leaves the game, the rest repeat the song, and circle again. The most enduring remains in the circle. he wins.
Ice.
They play in winter. Children stand in a circle. The driver comes out in the middle. He jumps on one leg, and the other pushes an ice floe in front of him. They sing to him:
Captain, captain
Don't hit your feet with ice
Crooked boots!
You have a knotted nose
beam head,
Back box!
To this the driver replies:
I jump along the path on one leg,
In an old shoe
On stumps, on bumps,
Over the hills, over the hills.
Wow! By minks!
With the last words, the driver tries to get an ice floe at the feet of the players. The children jump up and down the ice. Whoever the ice touches becomes the new leader and continues the game.

Podkidy.
One of the players picks up the ball and sings:
Olya, Kolya, green oak
White lily of the valley, gray bunny
Drop it!
With the word "Drop it!" throws the ball up hard. Which of the players is the first to pick it up on the fly, he sings the same game refrain and throws the ball up.

Churilki.
The players choose two. One is blindfolded with a handkerchief, the other is given bells. Then they lead a round dance around them:
Tryntsy - bryntsy bells,
Gilded ends.
Who plays the bells -
That blind man's buff will not catch!
After these words, the player with bells begins to call them and walk in a circle, and the blind man's blind man tries to catch him. As soon as the blind man's blind man catches him, they are replaced by other players, and the game continues.

Ring.
Children sit in a row and fold their palms like a boat. The driver puts his palms in the palms of each participant in the game. To one of them, he must quietly leave a "ring" - a ring, a pebble, a nut, which is sandwiched between his palms. While singing:
I'm walking along the bench
I bury a golden ring -
In mother's teremok,
Under the father's castle.
You can't guess, can't guess!
I can't tell you, I can't tell you!
Those seated answer:
We've been wondering for a long time
We have been looking for a ring for a long time -
All behind strong locks,
Behind oak doors.
Then one of the players tries to guess who has the ring hidden. They say to him: “A ring rolled from the red porch - through the barns, through the cages, through the barns, through the hallways. Find the golden ring! If he finds, with the one who had the ring they run around the shop. They run in different directions. Whoever comes running first becomes the leader.

Lark.
The lark sang in the sky,
He rang the bell.
frolic in silence,
Hid the song in the grass.
Children stand in a circle, singing. Lark - a leading child with a bell moves in leaps inside the circle. At the end of the song, he stops and puts the bell on the floor between the two children. These children turn their backs to each other. Everyone says: "He who finds a song will be happy for a whole year." The two run around the circle, moving in opposite directions. Whoever grabs the bell first becomes the Lark. The game is repeated.

Roll a loaf
They close their eyes to one of the children, turn around several times and sing:
Roll a loaf
Turn around, come on
To the forest-kuroles.
I'll climb into the garden
I'll break the weave
I will dig the ridges.
Speak, blind
Where to head?
The child must guess and name the place where he turns his head. If he guesses correctly, another participant takes his place.

Barin
Children sit in a circle. Inside the circle are two chairs with their backs to each other. They choose a master-master, he walks inside the circle.
Children.
The gentleman walks in a round dance,
The master is looking for a girl.
(The master takes one of the girls by the hand and leads him into a circle)
Children. Found!
Barin. Is my girl good?
Children. Good, hardworking, beautiful. Sit down (The master and the girl sit on chairs with their backs to each other.) One, two, three! (On the count of “three”, the master and the girl turn their heads, if they turn in one direction, the master and the girl become a couple, if they are different, it means no luck)

Hello grandfather Prokop!
Children stand in a circle. They choose Grandfather Prokop, he stands in the center of the circle.
Children. Hello Grandpa Prokop! (They go to the center of the circle, bow) Haven't the peas ripened yet? (Back to original position) Oh! Oh! Oh! Oh! Delicious sweet peas! (rhythmically stomping)
Grandpa Prokop. No, not ripe, just planted, it needs rain.
Children. Rain, pour rain, there will be a glorious harvest (raise and lower hands imitating trickles of rain) Hello Grandfather Prokop! (Go to the center of the circle, bow) Are your peas ripe? (Back to original position) Oh! Oh! Oh! Oh! Delicious sweet peas! (rhythmically stomping).
Grandpa Prokop. No, not ripe, just poured. Warmth, sunshine.
Children. The sun is red, warm it up, there will be a glorious harvest! (draw the sun in the air with both hands.) Hello, Grandfather Prokop! (go to the center of the circle, bow) Haven't the peas ripened yet? (returning to their original position) Oh! Oh! Oh! Oh! Delicious sweet peas! (rhythmically stomping)
Grandpa Prokop. Ripe! It's time to pray! (they walk towards each other, imitating threshing peas) Threshed!
Everyone runs away, Grandfather Prokop catches up.

Gold
Children stand in a circle, one child squats in the middle and closes his eyes. Children stretch one hand to the center, opening their palm, and the leader with the words:
Geese-swans flew
They lost gold
And the guys ran
And collect gold
One of the children is given "gold" in his hand. Children clench their hand into a fist and quickly turn it over. The person sitting in the center of the circle gets up and tries to guess who has the "gold" in his hand. Everyone counts to three out loud. If the driver did not guess correctly, then the child with the words “Here is gold!” runs away, and he catches up with him.
OUTPUT:
Folk games teach children a lot, contribute to the development of dexterity, speed of movement, accuracy. They are taught to be smart. Of course, these games are national wealth, and it is important that preschoolers know and love them.

Tasks:

1. Arouse in children an interest in Russian folk games, a desire to play them.

2. Exercise in performing the main types of movements through game tasks.

3. Deliver joy to children.

4. To cultivate the ability to act in a team, to follow the rules in games.

Equipment:

Baba Yaga costume, broom, 4 hemp, 4 buckets.

Entertainment progress:

Presenter: Guys, I invite you to go to the country of Russian folk games!

Games we start

We wish you all good health!

Get involved soon!

Yes call your friends!

It's time for everyone to hit the road!

The game is calling us!

(Baba Yaga enters to the music)

Presenter: Hello Grandma Yaga! How did you get here?

Yaga: It was not by chance that I looked at you today, my friends,

I collected a lot of games and brought them in a bag!

Presenter: Grandmother Yaga, what is your favorite game?

Yaga: From my sports life, I love hockey!

I would like a stick and a gate - the puck is so eager to score!

And I also love, friends, I dance until the morning!

Host: And our guys love to dance too!

Yaga: Can you dance?

Now I'll check!

Get on the dance!

(children stand up)

Musical and rhythmic composition

(movements are shown by Baba Yaga)

Presenter: Baba Yaga, we read in books that your broom has magical powers!

Yaga: Of course! Otherwise, how would I get to you, so far away?

(Baba Yaga is holding a whisk, and she seems to be escaping from her hands)

Panicle, stop!

I'm sorry, what? (listens to the whisk) Do you want to play with the guys?

Let's try!

GAME "Flying on a broomstick"

Children stand in a column behind Baba Yaga, and hold each other by the shoulders. To the music they go in a straight line or "snake". On the command "stop" - the children squat. Baba Yaga catches those who do not sit down.

Yaga: Oh, my panicle, how I love you!

A new game is waiting for you - have fun kids!

GAME "The whisk is worried - time .."

("forest figure freeze in place" - fox, bear, mouse, hare)

Yaga: Let's have a hare race!

Game task "Hare racing"

Children line up in one line opposite the "stumps"

Task: after the words One, two, three - do not yawn!

Bunny races start!

Children jump on two legs to the stump, the winner is the one who rode first.

Presenter: Grandmother Yaga, I see you are tired, right?

Yaga: Yes, a little tired!

I open my bag, who is it? My kitty!

(Baba Yaga takes out a toy - a cat)

Sit on the rug, the cat will play with you!

GAME "The cat winds the strings"

Building in a circle, sitting in Turkish.

The cat winds the threads, winds it on the ball " winding threads"

The cat winds the threads, winds it on a ball!

Rolls, rolls, rolls bakes! "rotate fists»

Puffs, puffs, puffs, puffs! hand clapping

Rolls, rolls, rolls bakes! Puffs, puffs, puffs, puffs!

Views, views, views view! rotate the cams

I beat beaters, clap your knees with your fists

I'm pinning!

Cam to Cam

I'm nailing up !

The palms are clattering by gender

Yaga: Where is my bag, give me!

Help Grandma! (referring to the child)

(Baba Yaga takes a fish out of the bag)

I love fish very much, I cook fish soup from it!

Do you know how to fish?

GAME "Fishermen and fish"

Two children are fishermen, the rest are fish.

Hey you sprats and gobies!

What do you want fishermen?

Let's catch you now

And salt in barrels

And we'll find a hole

And we will sail away from you!

Children "fishermen" hold each other's hands, children "fish" run "through the nets".

Children caught by fishermen become fish.

Yaga: Well, thank you, friends! I enjoyed playing!

I promise I won't

Card file of outdoor games for the 2nd junior group

"Pass - do not touch" (games with walking and running)

Skittles (maces) are arranged on the floor in two rows. The distance between the rows is 35-40 cm, and between the pins of one row - 15-20 cm. Children must walk or run along the corridor without hitting the pins.

"Pass - do not fall" (games with walking and running)

The instructor puts a board 25-30 cm wide on the floor, and behind it he lays out cubes, bars at a distance of 25-30 cm from one another. Invites children to walk along a difficult path, first along the board, trying not to stumble, then stepping over cubes, bars, without hitting them.

"Run to the flag" (walk and run games)

Children sit or stand on one side of the room. On the opposite side, at a distance of 6-8 m from them, flags (cubes) are laid out on chairs or on a bench. Children, at the suggestion of the instructor, go to the flags, take them and go to the instructor. Then, at his signal, they run to the chairs, put the flags and come back.

"Cat and Mice" (games with walking and running)

Children are sitting on a bench - these are mice in minks. On the opposite side of the room sits a cat, whose role is played by the instructor. The cat falls asleep (closes his eyes, and the mice scatter all over the room. But the cat wakes up, stretches, meows and starts catching mice. The mice quickly run away and hide in minks (take their places). The cat takes the mice caught. When the rest of the mice hide into the mink, the cat once again passes around the room, then returns to its place and falls asleep.

"Birds in the nest" (games with walking and running)

Children sit on chairs placed in the corners of the room - these are nests. At the signal of the instructor, all the birds fly out to the middle of the room, scatter in different directions, squat, looking for food, fly again, waving their arms-wings. At the instructor's signal, “Birds, nests! ' are returning to their seats.

"Sparrows and the car" (games with walking and running)

Children sit on a bench on one side of the playground - these are sparrows in nests. On the opposite side stands the instructor. He represents a car. After the words of the instructor: “Sparrows flew onto the path,” the children rise from their chairs, run around the site, waving their winged arms.

At the signal of the instructor, “The car is driving, fly, sparrows, to your nests! » The car drives out of the garage, the sparrows fly into the nests (sit down). The car returns to the garage - the sparrows flew.

"Find your house" (walking and running games)

The instructor invites the children to choose houses. These can be chairs, benches, cubes, hoops, circles drawn on the ground. Each has a separate house. At the signal of the instructor, the children run out of the houses, disperse around the playground and frolic until the instructor says “Find your house! ". At this signal, the children run to their houses.

"Pass and Don't Hit" (walk and run games)

Several pins are placed in one row on the floor or cubes are placed at a distance of at least 1 m from one another. Children should go to the other side of the room, bending around the skittles (snake) and not touching them.

Shaggy Dog (walking and running games)

Children sit or stand on one side of the room. One child, located on the opposite side, depicts a dog. Children in a crowd quietly approach him, and the instructor at this time says:

Here lies the shaggy dog,

Burying your nose in your paws,

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see: "Something will happen? ".

Children approach the dog. As soon as the instructor finishes reading the poem, she jumps up and barks loudly. The children run away, the dog chases them and tries to catch someone and take them to him. When all the children hide, the dog returns to its place and again lies on the rug.

"Tram" (games with walking and running)

3-4 pairs of children stand in a column, holding each other's hand. With their free hands, they hold on to the cord, the ends of which are tied, that is, some children hold on to the cord with their right hand, others with their left. This is a tram. The instructor stands in one of the corners of the room, holding three flags in his hands: yellow, green, red. He explains to the children that the tram moves on a green signal, slows down on a yellow signal, and stops on a red one. The instructor raises a green flag - and the tram rides: the children run along the edges of the hall (platform). If the instructor raises a yellow or red flag, the tram slows down and stops.

"T a k s" (games with walking and running)

Children stand inside a large hoop (1 m in diameter, hold it in their lowered hands: one is at one side of the rim, the other is at the opposite side, one after another. The first child is a taxi driver, the second is a passenger. Children run around the playground or along the path. Through some time they switch roles.

"Cucumber, cucumber. » (games with walking and running)

Children line up on one side of the playground. On the opposite side lives a mouse (the instructor or one of the children). Everyone walks along the site towards the mouse and says:

Cucumber, cucumber,

Don't go to that end

The mouse lives there

Your tail will bite off.

With the end of the words, the mouse begins to catch the fleeing children.

"Cat and sparrows" (jumping games)

Children stand on benches or cubes (10-12 cm high, lying on the floor on one side of the playground, these are sparrows on the roof. On the other side, away from the children, the cat is sitting, he is sleeping. “Sparrows fly out onto the road,” says the instructor, and the children jump off the benches, cubes, scatter in different directions. The cat wakes up, he stretches, says "meow-meow" and runs to catch the sparrows that are hiding on the roof. The cat takes the caught sparrows to his house.

"We stomp our feet" (walk and run games)

The instructor, together with the children, stands in a circle at a distance of arms straightened to the side. In accordance with the spoken text, the children perform the exercises:

We stomp our feet

We clap our hands

We nod our heads.

We raise our hands

We lower our hands

We give hands.

With these words, the children give each other hands, forming a circle, and continue:

And running around

And we run around.

After a while, the instructor says: “Stop! » Children slow down, stop. When running, you can invite children to put their hands down.

"On a flat path" (jumping games)

Children, together with the instructor on one side of the playground, mark the place where they will have a house, and set off. The instructor pronounces the text, according to which the children perform different movements: walk, jump, squat.

On a flat path

On a flat path

Our feet are walking

One-two, one-two! (They go.)

By pebbles, by pebbles

By pebbles, by pebbles

In the hole - boom! (They jump.)

On a flat path

On a flat path

Our legs are tired

Our legs are tired.

(Children walk and then squat down.)

Here is our home

This is where we live.

(Everyone runs into the house.)

"From bump to bump" (games with jumps)

On the site, the instructor draws circles with a diameter of 30-35 cm. The distance between them is approximately 25-30 cm. These are bumps along which you need to cross to the other side of the swamp. You can step over bumps, run across, jump over.

"Through the brook" (jumping games)

Two lines are drawn on the site at a distance of 15-20 cm - this is a stream. Indoors, you can put two cords on the floor at the same distance from one another. Several children are invited to come closer to the stream and jump over it, pushing off with both feet at the same time.

Frogs (jumping games)

A large circle is drawn in the middle of the site or a thick cord is laid in the shape of a circle - this is a swamp. Frog children sit along the edge of the swamp, while other children sit on chairs placed far from the swamp. The instructor, together with the children sitting on the chairs, says the following words:

Here are the frogs along the path

Jumping, legs outstretched,

Kwa-kva-kva, kva-kva-kva,

They jump with their legs outstretched.

Children standing in a circle jump, moving forward, depicting frogs. At the end of the text, the children sitting on the chairs clap their hands - they scare the frogs; frog children jump over the line - in the swamp and squat down. Then the game is repeated.

"Catch - ride" (games with throwing and catching)

Opposite the child at a distance of 1.5-2 m from him is an instructor. He throws the ball to the child, who catches it and rolls it back to the instructor.

"Crawl - do not touch" (games with crawling and climbing)

Children sit on one side of the room. At a distance of 3-4 m from them, chairs are placed, on their seats - gymnastic sticks or long slats. Two or three children should crawl under the sticks, trying not to hit them, crawl to the bench on which the flags lie, stand up, take the flags and wave them, then run back.

"Catch a mosquito" (jumping games)

Children stand in a circle at arm's length, facing the center of the circle. The instructor is in the middle of the circle. In his hands he has a rod 1-1.5 m long, to which a figurine of a mosquito (made of paper or cloth) is tied with a cord. The instructor circles the cord slightly above the heads of the players - the mosquito flies overhead, the children jump up, trying to catch it with both hands. The one who catches the mosquito says: "I caught it."

"Run like a mouse, walk like a bear" (games with crawling and climbing)

Children are located at one wall of the room. The instructor puts two arcs in front of them: the first arc is 50 cm high, behind it at a distance of 2-3 m the second, 30-35 cm high. The instructor calls one child and invites him to go under the first arc on all fours, like a bear, i.e. leaning on the soles of the feet and on the palms. Under the second arc - run like a mouse (on the palms and knees, then return to your place.

"Rabbits" (jumping games)

On one side of the room, chairs are arranged in a semicircle, the seats inside the semicircle - these are rabbit cages. On the opposite side is the caretaker's house. In the middle is a lawn on which the rabbits are let out for a walk. Two or three children stand behind the chairs, at the instruction of the instructor they squat down - the rabbits sit in cages. The caretaker walks up to the cages and releases the rabbits into the meadow: the children crawl under the chair one by one, and then jump, moving forward all over the lawn. At the instructor's signal, “Run into the cages! ” return to their seats, again crawling under the chairs.

Hen and Chicks (Crawling and Climbing Games)

Children representing chickens, together with a hen, are behind a rope stretched between chairs at a height of 35-40 cm. This is their home. On the opposite side of the site sits a large bird. The mother hen calls the chickens: "Ko-ko-ko." At her call, the chickens crawl under the rope, run to the hen and walk with her, look for food, squat, bend over, run from place to place. At the signal of the instructor, “The big bird is flying! » The bird catches chickens, and they run away from it and hide in the house.

"Hares and the Wolf" (jumping games)

Rabbit children hide behind bushes and trees. To the side behind the bush is a wolf. Hares run out into the clearing, jump, nibble grass, frolic. At the signal of the instructor: “The wolf is coming! "- hares run away and hide behind the bushes, under the trees. The wolf is trying to catch up with them.

You can use small text in the game:

Bunnies jump: lope, lope, lope,

To the green meadow.

Grass is pinched, eaten,

Listen carefully

Is the wolf coming?

Children perform the actions described in the poem. With the end of the text, a wolf appears and begins to catch hares.

"Hares" (games with jumps)

All children are bunnies. They are located on a hill. They can serve as a slide on the site or in the room. The instructor says:

In a field on a hill

The bunnies are sitting

They warm their paws

They are being moved.

Children make appropriate movements (clap their hands, move their hands). After a while, the instructor and the children say:

The frost has become stronger,

We'll freeze sitting like this.

To warm up quickly

Let's jump more fun.

Children run down the hill, start running, jumping, tapping paw on paw. At the signal of the instructor, they return to the hill.

Hen and Chicks (Crawling and Climbing Games)

Children representing chickens, together with a hen, are behind a rope stretched between chairs at a height of 35-40 cm. This is their home. On the opposite side of the site sits a large bird. The mother hen calls the chickens: "Ko-ko-ko." At her call, the chickens crawl under the rope, run to the hen and walk with her, look for food, squat, bend over, run from place to place. At the signal of the instructor, “The big bird is flying! » The bird catches chickens, and they run away from it and hide in the house.

"Knock down the mace (pin)" (games with throwing and catching)

A line is drawn on the floor or ground or a rope is laid. At a distance of 1-1.5 m from it, two or three large clubs are placed (the distance between them is 15-20 cm). Children take turns approaching the designated place, pick up the balls lying nearby and roll them, trying to knock down the mace. Having rolled three balls, the child collects them and gives them to the next player.

"Mice in the Pantry" (Crawling and Climbing Games)

Children stand behind chairs (benches) or sit on them on one side of the playground - these are mice in minks. On the opposite side, at a height of 40-50 cm, a rope is stretched, behind it is a pantry. Aside from the players sits an instructor who plays the role of a cat. When the cat falls asleep, the mice make their way into the pantry, crawling under the rope. In the pantry they find treats for themselves, crouch, gnaw crackers, run from place to place to find something tasty. The cat wakes up, meows and runs after the mice. The mice run away from the pantry (crawl under the rope) and hide in holes (the cat does not catch the flies, she only pretends to want to catch them). Not catching anyone, the cat returns to its place and falls asleep. Game continues.

"Toss - catch" (games with throwing and catching)

One child or several children take the ball and stand in an empty place on the court. Everyone throws the ball directly overhead with both hands and tries to catch it. If the child cannot catch the ball, then picks it up from the floor and throws it up again.

Children stand on one side of the hall or playground behind a drawn line or a laid rope. Everyone, at the signal of the instructor, throws the balls into the distance. Everyone should notice where his ball fell. At the signal of the instructor, the children run to their balls, stop near them, raise the balls above their heads with both hands. The instructor marks those who threw the ball the farthest. After that, the children return back to the line.

"Get in the circle" (throwing and catching games)

Children stand in a circle at a distance of two or three steps from a large hoop or circle lying in the center with a diameter of 1-1.5 m. They have sandbags in their hands, at the signal of the instructor they throw them into the circle, at the signal they come up, pick up the bags and return to their places.

"Throw over the rope" (games with throwing and catching)

Children sit on chairs along one wall of the hall. At a height of about 1 m from the floor, a rope is pulled. A 3 m long rope with weights at the ends can be hung on the backs of two chairs for adults or on jumping stands. At a distance of 1.5 m, a cord is placed on the floor in front of the rope. One or two balls with a diameter of 12-15 cm lie near him. One or two children approach the cord, take the balls and throw them, run under the rope; having caught up with the balls, they return back.

"Find your place" (games for orientation in space)

Each player chooses a house for himself - a place where he can hide. Indoors, it can be a chair, a bench, a cube; on the site you can draw circles. The children are in their places. At the signal of the instructor, they run out onto the site, run easily in different directions. At the signal "Find your place! ' are returning to their seats.

"Find what is hidden" (games for orientation in space)

Children stand in a circle or in a line. The instructor puts three to five items on the floor in front of them (cubes, flags, rattles, balls, rings) and offers to remember them. Then, at the signal of the instructor, the players turn their backs to the center of the circle or face the wall. The instructor hides one or two objects and says: “One, two, three! Turn around and look! ". Children turn to face objects and, carefully looking at them, remember which ones are not. The instructor invites the children to find these items in the room. When the items are found, the game is repeated.

“Guess who and where is screaming” (games for orientation in space)

Children stand in a circle with their backs to the center. The instructor stands in a circle. He appoints a leader, who also stands in the middle of the circle. Some of the children are offered to shout, imitating any pet or bird: a cat, a dog, a rooster. The child standing in the center of the circle needs to guess who and where shouted.

"Find your color" (games for orientation in space)

The instructor distributes flags of three or four colors: red, blue, yellow, green. Children with flags of the same color stand in different places in the room, near the flags of certain colors. After the words of the instructor “Go for a walk”, the children disperse around the site in different directions. When the instructor says, "Find your color," the children gather at the flag of the corresponding color.

"At the bear in the forest" (folk games and fun)

A circle is drawn on one side of the site - this is a bear's den; on the other - the house in which the children live is indicated. The instructor chooses a bear that sits in a den. When the instructor says: “Go, children, for a walk! ”, they leave the house and go to the forest, pick mushrooms, catch butterflies. They say in unison:

At the bear in the forest

Mushrooms, I take berries,

And the bear is sitting

And growls at us.

After the word "growls" the bear starts to catch the children running away home. The one whom the bear touches is considered to be caught: the bear takes him to his lair. Children cannot be caught outside the house line.

After the bear catches several players, the game resumes. Another child is assigned to the role of the bear. The game is repeated 3-4 times.

"Hide and seek" (folk games and fun)

The instructor invites several children to hide (behind the gazebo, behind the bushes, and he closes his eyes so as not to see where they are hiding. After a while he asks: “Ready?” The children answer: “Ready!” The instructor goes to look for them. He looks in to different places, pretending that he will not find the children in any way. At the same time, he can say such words: "Where did the children hide? Where are our children? ". Sometimes the kids can not stand it and, satisfied that the instructor cannot find them, they run out from hiding and run up to him.In this case, the instructor happily draws them to him and says: "Here they are, our children!".

"Zhmurki" (folk games and fun)

The instructor invites the children to disperse around the room. He himself closes his eyes or ties them with a scarf and pretends to try to catch the children: he carefully moves around the room and catches the children where they are not. Children laugh. The instructor asks: “Where are our children? ". Then he removes the bandage, turns towards the children and says: “Here they are, our children! ".

"Soap bubbles" (folk games and fun)

To play, you need to prepare plastic tubes or straws according to the number of children, dilute soapy water in a small saucer. All children receive straws and make attempts to blow a soap bubble. If this succeeds, they blow bubbles with enthusiasm, watch them fly, run after them, watch whose bubble flies further and does not burst.

Russian folk games for children have always been popular among small, groovy fidgets. Games have been played since ancient times and today they play with mothers, and with grandmothers, and with friends, and at mass holidays, fun events, folk festivals.

"Pie"

Children stand in two lines facing each other. A participant depicting a “pie” sits between the ranks. Everyone sings:

Yes, he is tall

Yes, he is wide

Yes, he is soft

Cut it and eat it.

During singing, at the words "high-witted" they raise their hands up, "wide-width" - spread to the sides, "soft" - stroked on the stomach.

Immediately after the words “Cut it and eat it”, one participant from each line runs to the “pie”. Whoever touches the “pie” first takes him to his team, and the loser remains to portray the “pie”. The group with the most pies wins.

Game "Cockfight"

The players, standing on one leg, push each other with their shoulders, trying to force one another to stand on both legs.

Game "Drag the rope"

2 hoops are placed on the floor and a rope is pulled from the middle of one to the middle of the other. The participants of the game are divided into 2 teams. The hoops include one person from each team. On a signal, they run and change places. The first to run into the opponent's hoop and pull the rope out of another hoop is considered the winner. After the first pair, the second runs, the third, and so on until the last.

The game "Chickens and cockerels"

Three couples for one minute collect grains (beans, peas, pumpkin seeds) scattered on the floor. Those who collect the most win.

Game "Burners"

The players line up in pairs one after another - in a column. Children hold hands and raise them up, forming a "gate". The last pair passes "under the gate" and stands in front, followed by the next pair. "Speaker" stands in front, 5-6 steps from the first pair, with his back to them. All participants sing or say:

Burn, burn bright

To not go out!

Look at the sky

The birds are flying

The bells are ringing:

Ding dong, ding dong

Get out quick!

At the end of the song, two guys, being in front, scatter in different directions, the rest shout in unison:

One, two, do not crow,

And run like fire!

"Burning" is trying to catch up with the fleeing. If the players manage to take each other's hands before one of them is caught by the “burning one”, then they stand in front of the column, and the “burning one” catches again, i.e. "burning". And if the “burning” catches one of the running ones, then he gets up with him, and the player who is left without a pair drives.

Game "Ringer"

Children stand in a circle. The driver is chosen by the counting room. He walks around and says:

Dili don, dili don

Guess where the call is coming from.

The rest of the players dance in place. On the word “ringing”, the driver turns to the player standing near him and, clapping his hands three times, bows. The player also claps his hands three times, bows and stands behind the driver. Now they both walk in a circle, saying:

Dili don, dili don

Guess where the call is coming from.

On the word “ringing”, the driver again claps and bows inviting the next player to join the game. So the game continues until there are 4-6 people behind the driver. After that, the children remaining in the circle clap, and the leader and the players chosen by him dance. With the end of the music, the driver and other players should stand in pairs. Whoever didn’t have enough pairs becomes the leader.

Game "Duck-Goose"

Children stand in a circle with their hands behind their backs. The driver is selected, they give him a small ball in his hands. The driver is behind the circle. To the words: "Duck, duck, duck!" - which the driver utters, he walks past the children standing with his back to him. To the word "Goose! - puts a ball in the hands of one of the participants in the game. After that, the driver and the child with the ball in their hands diverge in different directions. They walk in steps, and during the meeting they say to each other: “Good morning” or “Good afternoon”, “Good evening”, nod their heads and continue the “path” to the place from which they started moving. The one who comes first wins. You have to walk step by step. The winner becomes the leader.

The game "We are funny guys"

A trap is chosen. He turns his back to the players. Children run up to the trap with the words: “We are funny guys, we love to run and play, but try to catch us. One, two, three (clap hands) - catch! With the end of the text, the trap catches up with the children.

Playing with the Sun.

In the center of the circle is the “sun” (a hat with the image of the sun is put on the child’s head). The children say in unison:

Burn, sun, brighter -

Summer will be hotter

And the winter is warmer

And spring is sweeter.

Children go in a round dance. On the 3rd line they come closer to the “sun”, narrowing the circle, bow, on the 4th line they move away, expanding the circle. To the word "I'm burning!" - The "sun" catches up with the children.

Handkerchief game.

Maslenitsa plays with children. The children walk, holding hands, in a circle, Maslenitsa moves towards them in the inner circle. Humming:

And I'm Maslenitsa

I'm not a stepdaughter

I walk with a handkerchief

I will come to you now.

The children stop, and Maslenitsa says, standing between two children:

On the shoulder is a scarf

Who will run faster?

The children, between whom Maslenitsa stopped, run around the circle (outer), return to their places, take a scarf. The winner is the one who runs to Maslenitsa faster.

Game "Trap"

Children and buffoons (refer to one of the buffoons, who is wearing a goat's hat).

gray goat,

tail white,

We'll get you drunk

We will feed you

You do not butt us

And play Lovishka.

After the words addressed to the “goat”, the children scatter, and the “goat” tries to gore them.

Carousel game.

We continue the fun

Weight running on a carousel.

Ribbons are attached to the training. Children take the ribbon with one hand and go first in one direction, and then, changing their hand, in the other. The hoop is held by an adult. You can “ride” on the carousel under the traditional text:

Barely, barely, barely, barely

The carousels spin

And then, then, then

Everyone run, run, run.

Hush, hush, don't rush

Stop the carousel.

One-two, one-two

And so the game began.

The game "Zhmurki"

Jump-jump, jump-jump,

Bunny jumped on a stump,

He beats the drum loudly

Invites everyone to play blind man's blind man.

The game "Zhmurki" is being played.

Game progress. The player is blindfolded, taken away from the players to the side and turned around several times. Then they talk to him:

Cat, cat, what are you standing on?

At the pot.

What's in the pot?

Catch the mice, not us!

After these words, the participants in the game scatter, and the blind man's blind man catches them.

The game "Go to the gate"

Game progress. Spring leads all adults and children in a figure-eight behind him (the “thread and needle” movement). With the end of the music, Spring points with her hand at any pair of children and adults. They turn to face each other and join hands, the image of the "collar". The rest of the children pass, led by Spring, into these gates. A child remains inside the "gates". The game continues until 4-5 children are caught. They dance to the dance tune, while other children clap their hands cheerfully.

The goat game.

Game progress. In the center of the circle in which the children stand is a “goat”. Children sing the words of the nursery rhyme and perform movements in accordance with the text.

The goat went out for a walk,

Stretch your legs.

The goat knocks its feet

Screaming like a goat:

"Be-e-e, be-e!"

Children move to the center of the circle and back. Children stand in a circle, and the “goat” knocks with “hooves” and shows “horns”. The "goat" screams and catches up with the children, who scatter.

Playing with the cockerel.

Game progress. Children stand facing each other. In the center is a child in a cockerel's hat. The text of the nursery rhyme is pronounced and movements are performed.

Ruh-tuh-tuh-tuh!

A rooster walks around the yard.

Himself - with spurs,

Tail - with patterns!

Standing under the window

Screams all over the yard

Who will hear

That beat!

Ku-ka-re-ku!

Children walk in a circle, raising their legs bent at the knees high and flapping their wings. "Rooster" also goes in a circle, but in the opposite direction. Children turn around to face in a circle, continuing to wave their “wings”. The "rooster" stops in the center of the circle, flaps its "wings" and cries. The children scatter, the "rooster" tries to catch up with them.

Game "Ring"

All players line up. The buffoon has a ring in his hands, which he hides in his palms and then tries to quietly pass to one of the guys, while saying:

I'm burying gold

I bury pure silver!

In a high tower

Guess, guess girl.

Guess, guess, red!

The one standing last is looking for the ring, and the buffoon says: "Guess, guess who has the ring, pure silver." If the participant guessed who has the ring, then he becomes the leader.

The game "At the bear in the forest"

The driver is chosen - "bear". He is at some distance from the other participants in the game. Children pronounce the text, approaching the "bear".

At the bear's bow

Mushrooms, I take berries,

The bear doesn't sleep

Everything is growling at us.

With the end of the text, the children scatter, the “bear” catches up with them.

During the game, the following words can also be used:

At the bear in the forest

I pick mushrooms and berries.

The bear doesn't sleep

Everyone is looking at us

And then how it roars

And he will run after us!

And we take berries

And we don’t give the bear

We go to the forest with a club,

Kick the bear in the back!

The game "Grandfather Mazai"

Game progress. The players choose grandfather Mazai. The rest of the participants agree which movements that indicate work (for example: sowing, reaping, mowing, etc.) or another type of activity (skiing, skating, playing snowballs, etc.) will be shown to him. They come up to grandfather Mazay and sing.

Hello, grandfather Mazai,

Get out of the box!

Where we were - we won't say

And what did we do - we'll show you!

After these catches, everyone depicts with movements the work that they have agreed on. If Mazay guesses correctly, the children scatter and he catches them. Who was caught first. He becomes the new grandfather Mazai, and the game is repeated. If they don't guess, they show him another job.

Instead of singing, the following dialogue may sound:

Hello grandfather!

Hello children! Where have you been?

At work.

What they were doing?

After these words, the children perform movements.

The game "Zhmurki with a bell"

Game progress. By lot (counting) they choose the "blind man's blind man" and the player he will look for. "Zhmurka" is blindfolded, and another child is given a bell. The participants of the game stand in a circle. "Zhmurka" must catch the driver with a bell. Then a new pair of players is selected. "Zhmurok" can be several. The children standing in a circle warn the "blind man's buff" against meeting each other with the words: "Fire! Fire!"

Round dance game "I walk with a loach"

Game progress. Children stand in a circle, facing the center. One child is the leader. He has a “bindweed” in his hands (it can be a satin ribbon or a woven oblique lace with thick paper sheets sewn to it. Under the singing of the first verse, the leader goes “eight” (bypassing each child) and bows to the last word of the verse to the one in front of whom stops.

I walk with the weed

I go with green.

I don't know where

loach put

With the beginning of the 2nd verse, the leader is followed by the child to whom the leader bowed.

Put you loach

Put you loach

Put you loach

On the right shoulder.

On the third verse, the movements are repeated.

And from the right

And from the right

And from the right

Put on the left.

By the end of the song, there are four walking with the "loach". Then the "loach" is placed in the center of the circle. Four children dance to a cheerful dance, performing any dance movements. With the end of the music, the children try to take the "loach". The most dexterous becomes the leader, and the game is repeated.

Game "Merry musicians".

Game progress. To any melody of two parts, children, standing in a circle, play musical instruments (rattles, rumbas, bells, etc.). Petrushka stands in the center of the circle, conducting. With the end of the first part, the children, putting the tools on the floor, easily run in a circle. Parsley stands in a general circle and runs with the children. With the end of the music, the players quickly dismantle the instruments. The conductor becomes the one who did not get the instrument.

The game "Dawn-Dawn"

Game progress. Two leaders are selected. Both the drivers and the players stand in a circle, holding a ribbon in their hands (ribbons are fixed on the carousel according to the number of players). Everyone walks around and sings.

Zarya-zaryanitsa, Red maiden,

Walked across the field

Dropped the keys

golden keys,

Painted ribbons.

One, two, three - not a crow,

And run like fire!

At the last words of the driver, they run in different directions. Whoever takes the freed ribbon first is the winner, and the remaining one chooses his next partner.

"Double burners".

Participants become pairs in a column. If there are a lot of burners playing, then you can become pairs in two columns (one against the other) at a distance of 15-20 m. Two "burners" stand in front of the columns - each with his back to his column. With the words "... the bells are ringing," the last pair in each of the columns separates their hands and runs towards the players from the opposite team, trying to form new pairs with them. "Burners" catch any of the runners. Those left without a pair become the new “burners”.

"Blind Man's Buff" Vanya and "Manya".

Two drivers are selected (a girl and a boy) and one of them is appointed "Manya" with a thin voice, and the second - "Vanya", who speaks in a bass (to create an atmosphere of more fun, the boy can be made "Manya", and the girl "Vanya"). Drivers are blindfolded, sometimes they circle around themselves.

The rest of the players form a circle around the leaders and hold hands. "Vanya" is taken away from "Manya" and offered to find her.

Stretching out his hands, "Vanya" begins to search and call: "Where are you, Manya?" “I am here,” “Manya” answers, but she herself, feeling his approach, runs away. "Vanya" may take one of the players for "Manya". In this case, the error is explained to him. At the same time, the players do not allow “Mana” to leave the circle and bump into something. When "Vanya" finds "Manya", they are replaced with a new pair of drivers.

Children standing in a circle should not tell the drivers where someone is.

To catch Manya, it is enough to touch it with your hand, without grabbing or holding it.

If “Vanya” cannot catch “Manya” for a long time, you should offer them to switch roles or give way to a new pair of people who want to.

"Earth - water - sky"

(or "Beast - fish - bird")

The players must know the names of fish, birds, animals, so that the game is more fun and active. In the first and second versions of the name, a correspondence is guessed: sky - birds, water - fish, etc. All children are welcome to participate in the game. The players sit or stand in a circle facing the center. In the middle of the circle - the leader with the ball (preferably stuffed).

The leader pronounces one of the words of the name of the game and immediately throws the ball into the hands of any player. He catches the ball, names the appropriate animal, for example, a fox or a bear with the word “beast” (“earth”), and returns the ball to the leader. If the participant in the game did not have time to name or incorrectly named the animal, failed to catch the ball, then he receives a penalty point or gives a phantom (any small object).

The host throws the ball to new players, trying to keep everyone on their toes in anticipation of the ball and the need to quickly name the right animal. The ball can be thrown twice to the same player. When a group of participants with penalty points accumulates, the game is interrupted to play forfeits, and those with penalty points are given a fun group task: to sing, dance, portray pantomime, etc. The game then continues with a new leader.

The host can only throw the ball by saying the word "ground" or something else.

You can not repeat the names of animals.

"Broken Phone"

(The old name of the game is Rumors)

8-10 people take part in the game. Children sit in a row or in a semicircle. One is chosen as leader. He sits down first and comes up with words or a phrase. The presenter whispers this phrase to the neighboring player in the ear. He passes what he heard to the next in order, and so on. It is necessary to transmit the phrase in the ear so that others do not hear. Speak clearly, without distorting words on purpose. The one who violates this sits down last in a row.

Then the leader approaches the last player in the row and asks to pronounce what was handed to him. There are almost always changes to the original phrase, because the player is not always able to hear the word well and replace it with a similar sound. To find out who was the first to distort the phrase, they are asked to repeat what he heard, not only the last in the row, but also the second from the edge. The first one to distort the word is transplanted to the end of the row. The host sits in the vacant seat. The new leader is the one who was at the beginning of the row. If the phrase or word is reproduced without errors, the former player remains the leader.

"The third one is extra with a scallop"

The players gather in a small area or in the hall. Choose two leaders. The rest become in a circle in pairs: one in front of the other. One driver runs away from the second and can get ahead of any pair. The one standing behind turns out to be superfluous and must run away from the second driver.

The second ones in the hand have a belt or belt (or a tourniquet twisted from a scarf, scarf). The second driver runs around the players, trying to pinch (quilt) the first driver with a belt before he gets in front of someone's pair. If he succeeds, he throws the belt up, and he runs away. Salted must now catch up and salt. Only one light hit with the belt is allowed.

To make the game fun, the drivers now and then use unexpected tricks. For example, the second driver on the run can quietly pass the belt to someone standing, while he himself continues to chase the first driver. As soon as he runs near the player holding the belt, he triumphantly “quilts” the driver with the belt. Then he throws up the belt and runs away, becoming the new first driver. The first turns into the second and must, picking up the belt, catch up with the escaping. The former second driver becomes the remaining incomplete pair.

The game ends by agreement.

Drivers should not run away from the circle or cross it, reducing the distance. The evader can move ahead of any standing pair.

"Golden Gate"

Two of the participants in the game are selected. They will be the "sun" and the "moon" (the "moon"). Then the "sun" and "moon" face each other, join hands and raise them, as if forming a gate. The rest of the players join hands and go through the “gate” in a string. At the same time, the players sing their favorite songs. When the last one comes through the “gate”, they “close”. The victim is quietly asked which side he would like to take: behind the “moon” or the “sun”. The player chooses and stands behind the respective player. The rest go through the "gate" again, and the game continues to the last. When everyone is distributed, the groups arrange a tug-of-war. Yoke option: children depicting the "gate" say:

Golden Gate

Not always missed:

Saying goodbye for the first time

The second time is forbidden

And for the third time

We won't miss you!

The “gates” close at the last word and “catch” the one who remains in them. In order not to be caught, those walking involuntarily speed up their steps, sometimes they switch to running, and those who catch, in turn, change the speed of the recitative. The game becomes more mobile and fun. It also ends with a tug of war.

Another variation of the game is that the “gates” are 2 pairs. The players who portrayed them pronounce the rhyme at the same time (in tune). Those caught do not choose where to stand, but are immediately included in the team of “gates” that caught them. Depicting gates compete in who will catch the most players. The competition ends with a pull.

"Traps"

Several "traps" are selected from among the players (2 people each). Standing in pairs facing each other, they raise their closed hands, forming a collar, or "traps", through which the rest of the players run, holding hands.

The "traps" form a circle and are open while the music is playing (or the tambourine sounds). On a signal (whistle, loud bang, stop of music), the "traps" are closed, i.e. hands are lowered, detaining those caught between the hands.

Those caught join hands with the participants of the "trap", forming a circle of 3-4 people. They again raise their hands, and the chain of the rest of the players again runs in a circle, running through the "traps". They close again and again until only 2-3 caught, the fastest and most dexterous, remain.

The game is repeated 2-3 times.

"Mail"

("From where and where?")

Any number of players participate. Each of the players conceives and names a city loudly. The rest must remember - who has what city.

Anyone can start the game by imitating the sounds of the postal bell: "Ding-ding-ding!". Someone immediately asks: “Who is going?” - "Mail". "From where and where?" - "From Moscow to Paris" (only the cities chosen by the players should be named). The one who chose Moscow answers, and the next one is sure to speak the one whose city is Paris:

What are they doing in Moscow?

Everyone walks around, digging potatoes, - “one who came from Moscow” can answer.

Immediately, all the players, except for the “arrived”, begin to portray how they are digging potatoes in “Moscow”. Tasks should be funny and, if possible, difficult to complete, since from those who cannot portray this, the “arrival” takes a phantom (any thing) and folds it in front of everyone.

Now the one who has chosen Paris says "ding, ding!" etc. Game continues. At the end, forfeits are played.

"Two Frosts"

From the players, they choose the drivers - two Frosts. They go to the middle of the room. The participants of the game from one side of the hall, on which they gather at the beginning, must run across to the other side. This happens after the next dialogue. Arms akimbo, two "Frosts" address the audience:

We are two young brothers, two Frost Removed.

Frost, Red Nose, one announces.

I am Frost, Blue Nose, - another one appears and asks with a mock threat in his voice: - Well, which of you will decide to set off on a path?

The children respond in chorus:

We are not afraid of threats, and we are not afraid of frost!

After the spoken words, the children rush to run across to the other side of the hall. If none of the players dare to do this, the Frosts announce that everyone who does not run on the count of "three" will become losers - they will be "frozen". Frosts read: "One, two, three!" Everyone rushes to run across the hall, and the "Frosts" try to touch (touch) the children with their hands. The salted person must stop, freeze without movement, as if “frozen”. It can be “unfrozen” by other, not yet salted players, by touching it with their hand. Then he runs along with everyone to the opposite border of the hall, where the Frosts no longer have the right to run.

At the beginning of the game, you can agree that the “frozen” drivers are taken to their “ice palace”, where they cannot be rescued until the drivers change.

"I'm burying gold."

Children sit in a circle on the floor, legs crossed, their hands are behind their backs. One of the players is placed in the hands of an object that the driver chosen by the rhyme must find. At the same time, the participants in the game sing a familiar song quietly if the driver moves away from the object, and loudly if he approaches it. You can use a sentence instead of a song:

I'm burying gold

I bury pure silver

In a high tower.

Guess, guess, red,

Walking through the field

Weave a braid to Russ,

silk first,

Weaving gold.

Instead of a sentence, one of the players can ring a bell.

"Nonsense".

A driver is selected who steps aside. Participants of the game think of any objects (each-his own). The driver comes and asks the participants questions, in response to which the players must name the intended object.

The player, whose answer more than others approached the question asked, becomes the leader.

"Zhmurki".

The driver - blind man - becomes in the center. They blindfold him and turn him around several times. There is a dialogue between the blind man and the players:

Where are you standing?

On the bridge.

What do you sell?

Look for us for three years.

The participants disperse around the room, the blind man goes to look for them. During the game, participants should not leave their seats. They are allowed to squat, deviate, kneel. If the driver finds and guesses the child, he transfers the role of blind man's blind man to him.

"Zhmurki vice versa."

The blind man is chosen. But he is not blindfolded. He is seated in front of a large white screen. A flashlight is installed at a short distance from the screen. The players pass between the lantern and the screen, and the blind man's blind man should recognize the participants in the game by the shadows. Players, in order to confuse the driver, can put on any details of clothing. For each incorrectly named player, the driver gives a phantom.

Game "Ring, ring"

The leader is chosen by counting rhyme.

Children sit on a bench, fold their hands. Two remain standing. One of them (the presenter) has a ring. Everyone begins to pronounce the text and shake their palms folded together to the beat. The driver with a ring in his palms alternately approaches each of those seated and unnoticed by one of them lowers the ring. The second person standing must guess who has a ring in his palms. If he guesses correctly, he sits in the place of the one who had the ring. If not, everyone says in unison: “One, two, three, ringlet, run.” The child runs away with the ringlet. The one who guessed, rushes after. The players say:

Ring, ring, roll on the porch,

Through the field, through the meadow, come back, making a circle!

Game variant with a slightly different name "In rings" offers G. Naumenko.

Children sit in a row and fold their palms in a “boat”. The driver puts his palms in the palms of each participant in the game. To one of them, he must quietly leave a "ring" - a ring, a pebble, a nut, which is sandwiched between his palms. At the same time, he says:

I'm walking along the bench

I bury a golden ring -

In mother's teremok,

Under the father's castle.

You can't guess, can't guess!

I can't tell you, I can't tell you!

Those seated answer:

We've been wondering for a long time

We have been looking for a ring for a long time -

All behind strong locks,

Behind oak doors.

Then one of the players tries to guess who has the ring hidden. He is told:

A ring rolled from the red porch -

Through the barns, through the cages, through the barns, through the passages.

Find the golden ring!

If he finds who has the ring hidden, they simultaneously run in different directions with him, running around the shop. Whoever sits first in an empty seat is the driver. He hides the ring again.

"Woodpecker".

A woodpecker walks on arable land,

Looking for a grain of wheat

I didn’t find it and hammer bitches:

Knock, knock, knock, knock!

They choose a woodpecker, approach the tree and sing.

The woodpecker takes a stick and counting to himself,

Knocks on wood a predetermined number of times.

The player who guesses the correct number

Blows, so many times running around the tree,

And becomes a new woodpecker.

"Dawn-lightning".

Dawn-lightning, red maiden.

Walked across the field, dropped the keys.

The keys are gold, the ribbons are blue.

One, two - not a crow, but run like fire.

Children hold the "carousel" by the ribbons, walk in a circle and sing.

The driver walks outside the circle, touches with the last words

One of the players. They scatter in different directions, who

The first will take the tape. The loser becomes the leader.

"Golden Gate".

Golden Gate, come in, gentlemen!

The first time is forgiven, the second time is forbidden,

And the third time we will not miss you.

The two leaders make the gate. One is a "silver saucer",

the other is a “pouring apple”. Everyone passes through the gate, with the last

in a word, the gates are lowered, detaining one of the players.

Player: - "Golden Gate, let me through."

Answer: - “We let everyone through, but we leave you. What do you choose

A pouring apple or a silver saucer?

The player moves to the chosen side.

So the children are divided into two teams, then they pull the rope.

"Strap".

I hide, I hide the strap

Under the viburnum bush

And who will sleep through the dawn,

Togo beat beat.

The driver with a strap walks around the circle, the eyes of the children are closed.

With the last word, he puts the belt behind someone's back.

He runs after the driver, trying to catch up and lightly hit him

Strap. The driver tries to take the place of the one who runs after him.

"Sit down, Yasha."

Yasha is chosen. He stands in the center, he is blindfolded.

Everyone goes in a circle and sings.

Sit, sit, Yasha under the walnut bush,

Gnaw, gnaw, Yasha, hot nuts,

Chock, chock, piglet.

Get up Yasha - you fool!

Where is your bride, and what is she wearing?

What is her name and where will she be brought from?

Yasha at this time is spinning in place, at the end

Goes at random, chooses someone and leads to

Middle. You need to find out who is in front of him, name him.