Quiet entertainment for children. Indoor games. Cabbage - radish

"TROPICAL RAIN".

Participants stand in a circle. The presenter stands in the center: “Now we will all together cause warm tropical rain. During this, it is better for everyone to remain silent, as the sounds of rain will be better heard.” Then the presenter shows the movements, gradually turning and looking at the participants in turn. The participant the leader is looking at begins to repeat the movements after him.
MOVEMENTS:
  1. Rub your palms together.
  2. Snap your fingers.
  3. Clap your palms on your chest
  4. Clap your hands on your knees
  5. We stomp our feet.
Then the movements go in descending order from the fifth to the first movement.

"HAMSTER."

Everyone sits in a circle. The first participant begins the story with the words: “I have a hamster at home, he has these paws” and shows. The next one repeats the movements of the previous participant and continues the story: “I have a hamster at home, he has ears like these,” etc. According to the snowball principle. At the end of the story, the whole group draws the hamball they just told about.

MURDERER.

All players stand in a circle, join hands and each places their right hand behind their back. Everyone closes their eyes and does not open them until the leader says. The host appoints a “killer” by touching one of the participants. The “killer,” upon a signal from the leader, begins to send a certain number of impulses in any direction (shakes the neighbor’s hand), the recipient of the impulse transmits it further, shortening it by one handshake. The player who received one impulse is considered killed and leaves the game. Then everyone opens their eyes and finds out who was killed. If two people have a suspicion about who the killer is, they can tell the leader about it. If their opinions coincide, that participant is eliminated from the game, regardless of whether he was the killer or not. If their opinions differ, then they themselves drop out of the game. The participants' task is to identify the killer, and the killer's task is to take everyone out of the game.

THE MAGIC OF WORDS

All participants count on "first-second", and then form pairs in which there is one "first" and one "second" number. The presenter says: “Close your eyes and imagine a ten-point scale. Find your mood at this moment on it. Mark it for yourself (you can write it down on a piece of paper).” Next, the task for the “first” numbers is to turn to their partners in a pair and make several positive statements about them. For example: “I’m very glad that you and I are in the same pair”, “you have a very pleasant voice”, “I like your name”, “you are very beautiful today”, “you have a charming smile”, “you performed great yesterday in a concert,” etc. Then the guys change places, and the “second” numbers speak out. After this, all participants are again asked to close their eyes and mark their mood on a ten-point scale. The before and after results need to be compared.

Notes:
o It is recommended to play with children at least 10-12 years old.
o The active participation of each player must be a prerequisite. You can give a minute to think about your statement.
o Do not tell children that they need to compliment each other - a positive statement is a much broader and more capacious concept.
o Some children (especially in opposite-sex couples) may have difficulty. Therefore, it is better for the presenter to make several cards in advance with positive statements written on them.

ASSOCIATIONS

The game is usually played in a circle. The person to be discussed is selected.
Participants must come up with who or what they associate this person with.
For example, who (or what) will this person turn out to be if he suddenly becomes:
o tree
o painting
o flower
o song
o furniture
o river
o animals
o plant
o bird
o time of year
An option is possible when each participant in the game is described in the form of metaphors: “prickly hedgehog”, “perpetual motion machine”, “Captain Vrungel”, etc.
Notes. The game can be somewhat complicated: choose a driver, ask him to leave the premises or detachment place for a while. At this time, all participants choose the person to be discussed. After this, they invite the driver. His task is to use questions (see above) to find out the associations of the players and name the one they are talking about.
If the presenter has coped with this task, then the one he guessed goes to “lead”.

IMAGE MAKERS

Leading:“We are all interested in knowing what impression we make on other people, what they perceive in us as significant, but do not notice. Now there is an opportunity to participate in the collective creation of images of the people present here, that is, to try ourselves in the role of image makers.” The player goes to the center of the circle. The presenter asks the children questions: What image do you have when you look at our hero? What picture can be created for this image? What kind of people surround him, what kind of interior or landscape makes up the background of his portrait? In what era does all this happen? What time of year surrounds our hero? etc.
It is necessary to select questions so as to reflect the diversity of the child’s inner world, the characteristics of his behavior, and the nature of interaction with other members of the team.
Notes. After discussing the advantages and individual disadvantages, you can continue the work of “image makers” to form a positive image of the hero. To do this, the guys must talk about the character traits and personal qualities that are desirable, but absent in him.

GESTURE RELAY

All participants sit in a circle. The presenter gives them the task to come up with some kind of gesture, movement, grimace with which everyone will participate in the game (snapping fingers, clapping palms, “horns” from fingers, sniffling, funny faces, etc.). After the gestures are invented, they need to be demonstrated to each other and try to remember everything that the other participants showed.
The host starts the game: he shows his gesture and the gesture of the person to whom he is passing the baton. The player’s task is to repeat the previous gesture (the leader), his own gesture and the gesture of the participant to whom the baton is passed. Thus, each of the participants shows three gestures: the previous participant, his own and the next participant.
Notes. At first glance, this is a game of attention (children very often get confused, forget to demonstrate some of the gestures, etc.). However, 5-7 minutes after the start of the game, you can notice that some gestures (and, accordingly, the participants) are repeated more often than others. Why? The reason is not that some gestures are more memorable. Practice shows that more often they choose guys who are pleasant to talk to and who have managed to successfully prove themselves in some business.
In order for the game to be interesting, a simple condition must be observed - it must take place in complete silence.
7-8 minutes after the start of the game, it can be complicated by giving the participants the task of doubling the pace of the game.
The game can make a shocking impression on “uninitiated” people who are nearby - try to make sure that strangers do not see it.

CROCODILES

The game is very similar to the previous one and demonstrates the relationships, likes and preferences that are formed in the team.
All participants sit in a circle. At the command of the leader (starting with himself), the players are settled in order.
The presenter is number one, he says: “Five crocodiles were flying across the sky.” The player with number “five” asks: “Why five?” The presenter answers: “How much?” The player names any number that does not exceed the number of participants in the game. Now the player whose number was called begins to ask questions and continues the game. It is important for players not to get confused and to conduct dialogue correctly at a fast pace.
Notes:
o Some time after the start of the game, you can ask the participants to play faster.
o For some guys, the game may cause bewilderment: “What is all this for?” Explain that “crocodiles” is a very subtle psychological game (of course, this is not entirely true, but children need to be motivated), which helps to identify the level of team cohesion.
o If you play "Crocodiles" for at least 10-15 minutes for 3-4 days, you will notice that the children play faster and faster each time. o After a few days, it happens that the numbers that children choose more often than others change. This is natural, since there is an obvious dynamic in the development of relationships in the team.

DECLAMATION LESSONS

The children are given the task: to expressively read a famous poem in chorus (at the same tempo and rhythm). This "lesson" usually does not cause serious difficulties. The next one is much more difficult - to read the same poem with the same intonation, at the same tempo and rhythm, and at the same time the “students” must pronounce the words in turn, sitting in a circle.
Notes. You can teach the same “lesson” several times. Does the quality of recitation improve after repeated repetitions? What is the children's mood? Or maybe it's time to change the poem? Ask the children a series of questions: How did they feel during the “lessons”? To what extent did they manage to overcome the psychological barrier (shyness, constraint)? How did they tune in to the same wavelength as the “class”? How did their mood change?

HELLO! YOU IMAGINE...

The presenter turns to the participant sitting (standing) to his left and cheerfully says: “Hello! Can you imagine...”, and then tells him some news, tells a funny story, incident, anecdote.
The participant’s task is to listen carefully and rejoice with the presenter. Then the participant turns to the neighbor on the left and also joyfully says: “Hello! Can you imagine...” and ends the phrase with his own news, incident, story. Notes. You can change the task during the game. For example, ask children to retell the same news, story, incident. Observe how the information initially provided changes (it may become more concise, or perhaps more extensive).

CHECK

Participants sit in a circle. The presenter calls the number, and that is how many participants must rise from their seats. Participants do not have the right to negotiate, but non-verbal interaction is allowed. Until the group acts together well enough, the game cannot continue. Notes. It is necessary to bring the game to completion; Positive reinforcement is important. This game can be played standing in a circle: the participants, at the command of the leader, must take a step forward.

COUNT TO TEN

The game is very similar to the previous one. But the players’ task changes somewhat: it is necessary, without agreeing with each other, to count out loud from one to ten. It is important to bring your counting to perfection.

A TALE WITH CONTINUATION

The presenter begins to tell some fairy tale or story unknown to the children. After the first 6-7 sentences, he interrupts his narration and passes the floor to the next participant.
The player’s task is to come up with a short continuation of the fairy tale (3-4 sentences). Each participant has the right to change the plot of the fairy tale, introduce new characters into it, or, conversely, exclude someone. It is forbidden to interrupt the speaker. He has every right to compose his passage as he sees fit.
When all participants in the circle have taken part in composing a fairy tale, the floor again passes to the presenter, and he finishes the story.
Notes. Be prepared for the fact that the story will develop not as you would like, but as the storytellers decide. Namely:
o the heroes of the fairy tale will often die, perish, disappear;
o the heroes of a fairy tale can be real-life people, members of a team, and sometimes the teachers themselves who conduct this game;
o probably the frequent appearance of negative characters who will confuse the whole action and do all sorts of nasty things;
o some episodes of the tale will contradict each other;
o children can think about their episode of a fairy tale for a long time;
o some children will refuse to participate in writing, and some, on the contrary, will intervene even before they are given the floor, etc.
In order to avoid such developments, the teacher needs to take control of the sequence.
It makes sense to play the game several times over 2-3 days. Then the interaction of children becomes more harmonious, purposeful, the content of the fairy tale is kinder, and the plot is more logical.

THE SWAN FLYED

All children form a circle, facing the center. The circle should be quite wide, so you need to stand so that you are at a distance of 30-40 cm from each other. Arms are extended forward, the palms of each participant lie on the palms of the person standing next to them or support them.
One of the players begins a children's rhyme: “A swan was flying across the blue sky, he thought of a number...”. Each of the guys says only one word from the counting rhyme. The one who needs to name the number calls it, and the next ones start counting. At the same time, everyone makes a clap on the neighbor’s palm.
The one who received the final number must not miss it and remove his palm from under his neighbor’s clap in time.

Knead, knead the dough

Participants stand in a circle, holding hands, and unanimously repeat the words: “Knead, knead the dough, knead, knead the dough,” while coming together as tightly as possible. Under the words: “Inflate the bubble, but don’t burst, inflate the bubble, but don’t burst!” disperse as widely as possible, trying to break the circle. Two people whose knot has broken stand in the center of the circle, and they are already “kneaded”. Those in the circle have the right to help “break” the “bubble” with their backs. The strongest and most dexterous ones win.

When there is no opportunity or strength to arrange a fun, active game romp, calm games come to the aid of parents and educators. With the help of calm entertainment, you can perfectly captivate a child and at the same time gather all the little fidgets, for example, at one table. Believe me, children can really enjoy this pastime and at the same time they perfectly develop the ability to think logically and teach them to concentrate.

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10 CALM GAMES in kindergarten

1) YOUNG METALLIST

You will need a box of paper clips. Paper clips are poured onto the table. At the signal from the leader, the opponents (2-4) assemble the chain using paper clips. The winner is the one who collects the longest chain of paper clips within a certain time.

2) CINDERELLA

You will need: Bean seeds, pumpkin seeds, large pasta, etc. Before the game, all seeds are mixed and divided into equal piles according to the number of players. At the signal from the host, the game participants must sort all the seeds into different piles. The first one to complete the task wins. Options: Hold a competition blindfolded, arrange a team competition.

3) CLOTHING EXCHANGE

Children sit in a circle and carefully look at each other’s clothes, trying to remember who is wearing what. Then the driver is chosen with a counting rhyme and he goes out the door. Several children change clothes and call the driver. He must determine who is wearing other people's things and who they belong to.

4) SHOE SALAD

Children sit in a circle or at a table covered with paper or oilcloth. Everyone puts their shoe or slippers on the table. Then the children take turns coming to the table blindfolded and trying to find their shoes by touch.

5) EARTH. AIR, WATER

Children sit in a row or circle. The driver walks in front of them and, pointing at each in turn, says: “Water, earth, air.” He can stop at any moment. If the driver stopped at the word “Water,” then the child to whom he pointed must name a fish, reptile or animal living in water. If it is called “Earth”, you need to name the one who lives on earth. If it is called “Air” - the one who flies.

6) WHAT'S IN THE CHEST?

A chest (box) filled with various things is being prepared. Each player puts his hand into the chest (you can’t look!!!), feels for any thing and says what it is, and then pulls it out to check.

7) DRAW FROM MEMORY

For any number of players. The first player draws a house on the board or easel. The next player remembers the drawing, then closes his eyes, turns around himself and, without opening his eyes, adds a window, door, pipe or bird on the roof to the house.

What kind of drawing will you end up with?

8) SHARP EYE

Participants in the game are invited to look at a jar, bowl or pan. You can't pick it up. Then take a piece of paper and try to cut out the lids for the jar so that they exactly match the opening of the jar. The winner is the one whose lid exactly matches the opening of the jar.

9) DO YOU LIKE YOUR NEIGHBORS?

Everyone sits in a circle, the driver is in the center. He asks everyone in turn: “Do you like your neighbors?” If someone doesn’t like it, the question follows: “What kind of neighbors do you need?” The player must name either names or some characteristic that should be present in his new neighbors. For example: “I need neighbors in jeans” - then everyone who is wearing jeans changes places, two of them sit in the places of their former neighbors. The driver can also take the vacant seat. The one who doesn’t have enough chair becomes the driver, and everything starts from the beginning.

10) GRANDMOTHER WENT TO THE MARKET AND BUYED...

They play standing in a circle. The presenter begins: “Grandma went to the market and bought an old coffee grinder” and shows how she will grind coffee (with her right hand she turns the imaginary handle of the coffee grinder). The person standing next to you repeats the same words and also begins to turn the handle, etc. round. When everyone is involved in the process, the turn again reaches the presenter and he shows the following movement: “Grandma went to the market and bought an old iron” (strokes with her left hand, without ceasing to grind). Next rounds: Grandma bought an old sewing machine (press the pedal with your foot), a rocking chair (rock) and finally a cuckoo clock ("Peek-a-boo, Peek-a-boo, Peek-a-boo."). The point is to perform all actions at the same time.


On the topic: methodological developments, presentations and notes

Article. Topic: Computer technologies in the correctional and developmental work of a modern kindergarten. Compiled by: I.I. Pashkova - teacher of Speech Pediatric Group No. 8 MBDOU TsRR - children's...

Lesson notes for the middle group of kindergarten. Application: “Beautiful flowers as a gift to all women in kindergarten.”

Application: “Beautiful flowers as a gift to all women in kindergarten.” Goal: to cultivate a desire to please others. Create something beautiful for them. - Expand children's imaginative ideas...

The consultation talks about what components include walks outside the kindergarten territory, the structure of the walk, safety precautions....

The presenter names living and inanimate objects mixed together, and the children answer in chorus only “living”, and are silent when they answer “inanimate”. The children who make the fewest mistakes win.

Line

Children line up in one line in the direction of the leader's hand. When he speaks in all directions, everyone runs away. And when they heard the chant: “The guys have strict order, tra-ta-ta, tra-ta-ta, they know all their places,” they run and line up in a new direction. The latter is considered the loser.

Find the color

Children stand in a circle and, at the leader’s command, look for objects of the named color in order to touch them. The loser is the one who touches the desired thing last. He is out of the game.

Predator

All children are fish, one of them is a predator. When an adult shouts: “Ship,” the fish take cover against one wall, when they shout “Storm,” they take cover at the other, and when they hear the word “predator,” they begin to flee, while the predator reveals itself and begins to catch them.

Ministry of Railways

Rules. The players sit in a circle. The presenter informs everyone: “Each of you has an MPS, each has its own, unique and your goal is to recognize it.” To do this, players take turns asking the presenter questions about their MPS, requiring an unambiguous, positive or negative answer. The game is played until one of the players guesses that the MPS is My Right Neighbor.

Examples and additional material.

Examples of questions that players can ask the host:

Is it animate?

Do I always have this?

Is this a person?

Is it masculine?

He has dark hair?

Do I have a friendship with him?

Prohibited movement

Children, walking in a circle, repeat all the movements after the teacher, except one, for example: “Hands up!” The one who performs the “forbidden” movement stands at the end of the column. Thus, the more attentive children will be at the beginning of the column, and they are considered the winners.

Sunny bunnies

This activity is suitable for sunny weather. You should take a small mirror, let sunbeams onto the walls and ceiling and watch them together with your baby.

Runners are jumping -
Sunny bunnies.
We call them, but they don’t come.
They were here - and they are not here.
Jump, jump around the corners.
They were there - and they are not there.
Where are the bunnies? Gone.
Haven't you found them anywhere?
(A. Brodsky)

Divers

The presenter lowers several clearly visible objects under water to the bottom. Players take turns diving, retrieving items from the bottom. The child who gets the most items at one time wins.

Dumplings

I have three handfuls of flour
I pour it into a bowl from my hand,
I'll add a little water
I stir the dough with a spoon,
I will grind everything with an egg,
I knead the dough with my hands.
I divide it into pieces
I'm making little buns.
I'll spin the meat grinder
I'll get minced meat.
I separate a handful of minced meat,
I put a slide on the circle,
I connect the edges
I squeeze them with my fingers,
I'll show you my skills -
I'll make a hundred dumplings!
(we perform all actions to the poem)

Sled

This game should be played with children in winter. Slide down on a sled and hit the snowman's nose with snow, pick up the flag, and throw the sticks into the basket. Assignments can be created at your discretion.

Proteins, nuts, cones

All the guys stand up, holding hands, three at a time, forming a squirrel’s nest. They agree among themselves who will be the squirrel, who will be the nut, and who will be the cone. The driver is alone, he does not have a nest. There is also a presenter in this game who pronounces the words: squirrels, cones, nuts. If he said squirrels, then all the squirrels leave their nests and run to others. At this time, the driver takes an empty space in any nest, becoming a squirrel. The one who does not have enough space in the nests becomes the leader. If the leader says: nuts, then the nuts change places and the leader, who took a place in the nest, becomes a nut. The driver and presenter can be different people, or both functions can be performed by one person. The presenter can be given the command: squirrels-cones-nuts, and then everything changes places at once.

Count to 30

Participants in the game must count in order from 1 to 30. Each number is named by any of the participants. However, if two (or more) participants call the same number at the same time, the count starts over. Conversations and any non-verbal communication between players are prohibited.

Game example:

1st participant: “Alone”

2nd participant: “Two, three”

3rd participant: “Four”

1st participant: “Five”

4th participant: “Six, seven, eight”

2nd and 3rd participant (simultaneously): “Nine.”

Due to the fact that two participants named the same number at the same time, the counting starts again.

3rd participant: “One”, etc.

To really achieve the game goal, suggest first counting to 10 (a difficult task).

Killer

Number of participants - 9-40.

venue: room, hall.

Rules. Players sit so that they can see each other. Everyone closes their eyes. The host passes between the players and appoints three or four “killers” by touch. Then everyone opens their eyes and the game begins. The goal of the "killers" is to "kill" all players. The player who meets the eyes of the “killer” and sees how the “killer” winks at him is considered killed. The “killed” leave the game. The goal of ordinary players is to arrest all the "killers". If someone has suspicions about who is playing the role of the “hitman,” he raises his hand and says “Support!” (at this moment the “killer” can still kill him). As soon as someone also raises their hand and says “I support,” the person asking for support voices his suspicions. If he is right, the “killer” leaves the game, if not, both voters leave the game. The game is played until the final victory of the “killers” or “honest people”.

In the intellectual version of the game, before the start, the “killers” meet (the “honest people” stand with their eyes closed, and the “killers” open their eyes to see each other). In such a game, the “killer” can also raise his hand and ask for support in order to blame the other “killer” and divert suspicion from himself.

Jumps

The leader stands in a circle, and the rest stand outside the circle. They jump in and out of the circle. The driver can only catch those in the circle by touching them with his hand.

Owl

They choose a driver - an “owl”, the rest of the children pretend to be birds. The birds run freely around the site, flapping their arms like wings. The "owl" is sitting in a hollow (a designated place on the site). When the leader says the word “Night,” the owl flies out of the hollow and runs around the area, vigilantly watching the birds. Birds at the signal “Night” must stop in place and not move. Whoever moves, the “owl” takes him into her house, and she herself runs out onto the site again. When the leader says “Day,” the “owl” hides in a hollow, and the birds, except those led away by the owl, begin to fly. The game is interrupted when the owl takes 3 birds to itself. Then a new owl is chosen and the game resumes.

Listen

The leader whistles, signaling the blindfolded players and changing their direction. Focusing on the sounds, you need to find an adult.

Items

Children bring some small objects with them and put them in one place. Next, choose one of the players to stand with his back to the objects. The presenter, pointing to one of the objects, asks: “What should the person who owns this object do?” All players see this object, but one has his back to it and does not know whose object the leader is pointing to. This player's job is to assign "fines", a task that the owner of the item must complete in order to redeem the item.

Trap

All players stand in three circles, holding hands. The extreme ones go to the right, the middle circle goes to the left, clapping their hands. They sing a song. At a signal (clap, whistle), the players on the outer circles shake hands with each other, trying to trap the middle circle. The captured person stands in one of the outer circles.

Through the hoop

The player holds a racket with a table tennis ball in one hand, and a gymnastic hoop in the other. The player’s task is to pass the hoop through himself from top to bottom, then from bottom to top, without dropping the ball. They play in pairs. The one who completes the task faster wins.

Arithmetic cubes

To play you need 3 dice. Everyone throws them 3 times. If among the dropped numbers there are identical ones, they are added up (for example, 3, 5 and 3 are rolled out, playing the sum 3+3=6, and if all different numbers are rolled out, say 5, 2 and 3, they are not taken into account). If it happens that after the next throw all 3 numbers turn out to be the same (for example, 4,4 and 4), then the sum of these numbers also doubles. The winner is the one who, after three throws, ends up with the largest sum of numbers.

When I ask children a question: "Well, shall we play?" I always hear joyful:"Yes!" I will present to your attention my favorite games, which develop children's attention, memory, imagination and are simply very interesting.

For the first games We will need multi-colored ribbons. The child pulls out the one he likes and names objects that have this color. The more named, the better.

A second game will help calm the children down(for example before nap). The teacher selects one child and sits him on a chair. This is the chosen king of silence. All other children move behind the line. At the teacher’s command, the king closes his eyes, and one of the children walks around him. If the king of silence heard footsteps, he points in the direction of the noise and if he guessed correctly, then the one walking around returns back. If the bypasser passed quietly and the king did not hear him, then the king is overthrown and another is put in his place.


The third game is for attention. We will need geometric shapes. We place them on the table and ask the children to remember. after this, the children turn away, and the teacher changes their places. Having turned around, the children must say what has changed and do as it was

Take care of your hands

The players form a circle, standing one step apart from each other. The teacher appoints one driver, who stands in the middle of the circle.

Children stretch their arms forward, palms up.

At the teacher’s signal: “Take care of your hands!” The driver tries to touch the palms of one of the players.

As soon as a child standing in a circle notices that the driver wants to touch his hands, he immediately hides them behind his back.

Those children whose palms are touched by the driver are considered losers. When 2-3 losers appear, the driver chooses another child in his place (but not from among the losers) and changes places with him.

Magic word

The leader shows various movements and addresses the players with the words: “Raise your hands, stand, sit down, stand on your tiptoes, walk in place...”, etc.

The players repeat the movements only if the driver adds the word “please”. The one who makes a mistake is out of the game.

Hot hands

Children form a circle.

The driver stands in the center of the circle. The players standing around him raise their hands to waist level and hold them with their palms up.

The driver strives to slap someone in the palm of his hand. The players, fleeing, quickly give up. The one whom the driver insults becomes the driver.

If there are a lot of players, there can be two or three people driving. Players do not have to remove their hands, but turn them palms down.

The game is more lively when the driver tries to quickly move around the circle in different directions.

Gawkers

Children form a circle and walk in a circle one after another.

At the driver’s signal: “Stop!” stop, clap their hands four times, turn 180° and begin moving in the opposite direction. The one who makes the mistake leaves the game.

Earth, water, air

Children sit in a circle or in a row.

The presenter walks between them and, pointing at each in turn, says the word: “Water!” The child he pointed to must name a fish or animal that lives in the water.

If the driver says the word “earth,” the child names the one who lives on the earth, if the word “air” is named, the one who flies.

Golden Gate

Two presenters are appointed. They stand up, holding hands, and raise them up, showing the gate. All other participants pass through the gate, saying:

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second time is prohibited,

And for the third time

We won't let you through.

The presenters lower their hands at the end of the verse. In front of whom the gate is closed, that participant stands together with the presenters and raises their hands.

The game continues until all participants turn into gates.

Hippodrome

The horse runs and runs. (We clap our hands on our knees.)

The horse is walking on the grass. (Three palms of hands.)

And here is a barrier (We take air into our mouth and hit our cheeks.)

And another barrier...

Actions change. The game is repeated several times.

Paints

Children choose the “owner” and two “customers”; everyone else playing chooses “colors”.

Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color, the owner invites one of the buyers.

The buyer knocks:

- Knock Knock!

- Who's there?

- Buyer.

- Why did you come?

- For paint.

- For which one?

- For the blue one.

If there is no blue paint, the owner says:

Walk the blue path

Find the blue boots

Carry it and bring it back!

If the buyer guesses the color of the paint, he takes the paint for himself.

The second buyer approaches, the conversation with the owner is repeated. So customers go through the line and sort out the paints.

The buyer who guesses the most colors wins.

When the game is repeated, he acts as the owner, and the players choose the buyers.

The buyer should not repeat the same paint color twice, otherwise he gives up his turn to the second buyer.

ring

Children stand in a circle, and the driver stands inside the circle. He holds a ring in his palms, which he discreetly tries to pass on to one of the guys. With palms folded into a boat, the driver opens the children’s palms one by one. Children carefully monitor the actions of the driver and their comrades. And the one who got the ring does not give himself away.

At the driver’s signal: “Ring, ring, go out onto the porch!” - a child with a ring runs out into the center of the circle. He becomes the driver.

If the children notice his ring before the signal, they do not let him into the circle. In this case, the game is continued by the previous driver.

Circle

Children form a circle, dance in a circle and say:

Kru-kru-circle,

Play the horn

One two Three -

Tanya, turn over!

The girl (boy) named by name must turn 180°. Game continues.

Who left?

Children stand in a circle or semicircle.

The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes.

One child is hiding.

The teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he makes a mistake, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name it.

Who has arrived?

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Who has arrived? (Put the palms and fingers of both hands together, clap the tips of the thumbs 4 times.)

We, we, we! (The tips of the thumbs are pressed against each other and motionless, the tips of the remaining fingers quickly and simultaneously clap 3 times.)

Mom, mom, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their index fingers.)

Dad, dad, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of your middle fingers.)

Brother, brother, is that you?

Oh, little sister, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their ring fingers.)

Grandfather, is that you?

Grandma, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap the tips of our little fingers.)

We are all together

Yes Yes Yes! (Clap our hands.)

Lavata

Children form a circle.

Without holding hands, children move with side steps, first in one direction, and when repeating the words - in the other direction, saying:

Together we dance -

Tra-ta-ta, tra-ta-ta,

Our favorite dance -

This is lavata.

The presenter says: “My fingers are good, but my neighbor’s are better.” Children take each other's little fingers and repeat the words with movements left and right.

Then the driver gives other tasks:

My shoulders are good, but my neighbor's are better.

My ears are good, but my neighbor's are better.

My eyes are good, but my neighbor's are better.

My cheeks are good, but my neighbor's are better.

My waist is good, but my neighbor's is better.

My knees are good, but my neighbor's are better.

My heels are good, but my neighbor's are better.

Palms

Two players stand opposite each other.

The players simultaneously clap their hands, and then join their palms in front of them (right to left, left to right). Then the palms are connected crosswise - right to right, left to left. Then clap - and again the palms are together.

At first the movements are done slowly, and then faster and faster until the palms become tangled. Then the game starts over.

Frog

Place your hands on the floor (table). Clench one palm into a fist, place the other on the plane of the table.

At the same time change the position of your hands. The complication of the exercise is to speed it up.

We walked in Africa

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

We walked around Africa (We stomp our feet.)

And they collected bananas. (They depict how bananas are collected.)

Suddenly a huge gorilla (We draw a large circle with our hands.)

Almost crushed me. (Knock on the chest with our right and left hands.)

I’ll give it to mom, I’ll give it to dad (Knock on the right, then the left knee.)

And I won’t deprive myself. (Knock on the chest with our right and left hands.)

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Ten, nine, (Clap their hands.)

Eight, seven, (They spank the knees.)

Six, five, (Clap.)

Four, three, (Spank.)

Two, one. (They clap.)

We are with the ball (They cover their eyes with either the inside or the outside of their palm.) We want to play.

Just need it

We should find out: (Clap for every word.)

Who will have the ball (They stomp on every word.)

Catching up. (They squat.)

Find and remain silent

Children stand in a line facing the teacher.

He invites them to turn around and close their eyes, while he hides some object.

With the permission of the teacher, the children turn around, open their eyes and begin to search for the hidden object. The person who finds the object approaches the teacher and quietly says in his ear where he found it. If the child said correctly, he moves aside.

The game continues until all children find the object.

Low - high

Children stand in a circle.

The adult says: “We decorated the Christmas tree with different toys, and in the forest there are different Christmas trees: wide, low, tall, thin. I will say:

“High” - raise your arms up;

“Low” - squat and lower your arms;

“Wide” - make the circle wider;

“Thin” - make a circle already.

The game is more fun if the adult tries to confuse the children.

Mail

The game begins with a roll call between the driver and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the land of fairy tales.

- What are they doing there?

- They wash themselves (dance, draw, run, comb their hair, squat, smile, etc.).

The players imitate or perform the named action.

Five names

Children are divided into two teams.

Two players, a boy and a girl (representatives of two teams), stand next to each other in front of two lines.

At the signal, they must walk forward (first one, then the other), taking five steps, and for each step, without the slightest mistake or hesitation (without breaking the rhythm), pronounce a name (boys - the names of girls, girls - the names of boys). This is a seemingly simple task, but in reality it is not so easy to complete.

You can name five other words (animals, plants, household items, etc.). There are many names, but not everyone can pick up five names and pronounce them one after another without delay in the rhythm of a step.

The winner is the one who copes with this task or is able to name more names.

Edible - inedible

Children stand in a circle.

The driver says the word and throws the ball to the player.

If the word denotes food (fruits, vegetables, sweets, dairy, meat and other products), then the child to whom the ball was thrown must catch it (“eat”). If the word denotes an inedible object, the ball is not caught.

A child who fails to complete the task becomes the driver, says the intended word and throws the ball to someone.

Tick-tock-tock

The children stand scattered.

The teacher gives the signal: “Tick!” - children bend left and right; at the signal: “Yes!” - they stop, and at the signal: “Knock!” — they jump on the spot. The one who makes a mistake leaves the game. The signals are repeated 5-8 times. The sequence of signals must change.

At the end of the game, the most attentive player should be noted.

Three, thirteen, thirty

They choose a driver. The players stand in a circle and open with outstretched arms. The driver stands in the center of the circle. When playing the game for the first time, it is advisable that the teacher be the driver.

The teacher explains that if he says: “Three,” all the players put their hands to the sides; if he says: “Thirteen,” everyone puts their hands on their belts; if he says: “Thirty” - everyone raises their hands up (you can choose any movements).

The teacher quickly names one movement or another. The player who made a mistake sits on the floor. When 1-2 players remain in the circle, the game ends; The winners are announced.

Free place

The players sit in a circle.

The teacher calls two children sitting next to each other. They stand with their backs to each other and at the signal: “One, two, three - run!” - they run in different directions around the circle, reach their place and sit down.

The adult and all the players note which of the children was the first to take the empty seat.

Then the teacher calls the other two children, the game is repeated.

Sit, sit, Yasha

Children form a circle.

In the center of the circle is a blindfolded child. The rest of the players, holding hands, walk in a circle and say:

Sit, sit, Yasha,

Under a walnut bush.

Gnaw, gnaw, Yasha,

Roasted nuts

Gifted to the sweetheart.

Children stop and clap their hands:

Chock, chock, piglet,

Get up, little man Yasha.

The child driver stands up and slowly spins inside the circle.

Where is your bride

What is she wearing?

What is her name

And where will they bring it from?

With the last words, “Yasha” goes to the children, selects any child, feels him and tries to guess who he found, describe his clothes and call him by name.

Guess what they did

Children stand in a circle or scattered. The teacher selects one child who moves 8-10 steps away from everyone playing and turns his back to them. He must guess what the players are doing.

Children agree on what action they will portray. According to the teacher: “It’s time!” The driver turns around, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

We won’t say what we saw,

And we’ll show you what they did.

If the driver guesses correctly, he chooses another child instead. If he answers incorrectly, the game is repeated with the same driver.

Claps

Children move freely around the hall (playground).

On one clap from the driver they should jump, on two clap they should sit down, on three clap they should stand up with their arms raised up (or any other movement options).

All children depict some action, for example, playing the accordion, riding horses, etc. The driver guesses the action being depicted. If the driver does not guess correctly, then he loses. The children tell him what they did and come up with a new action. The driver guesses again.

Then another driver is chosen and the game is repeated.

Clean

Children stand in a circle or scattered.



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