Outdoor games in children's camp. To help the counselor Active games for children in the camp

Svetlana Gonchar
Summary of the outdoor game “Two Camps”, senior preschool age

Abstract of an outdoor game"Two camps»

Target: Formation of patriotic feelings by means outdoor game.

Tasks:

Develop psychophysical qualities (endurance, speed, strength, dexterity, speed, coordination of movements).

Foster a sense of pride in your small homeland

To cultivate love and respect for close relatives as defenders of the Motherland.

Audience: children senior preschool age.

Preliminary work:

Conversation "Our army is dear";

Looking at paintings topic: "Branches of Troops";

Reading works about the army;

Outdoor games.

Location and inventory:

Hall, platform; ball (mace, chock).

Preparing for the game:

The players are divided into 2 teams, which each line up at their own end of the court, behind the line. camps. Distance between lines camps 15-30 m. A circle is drawn in the middle of the court where the balls are placed.

Description games.

Educator. Dear guys, we are now going to play a game with you "Two camps» .

On guard of peace, happiness and freedom

A soldier of the Russian army is standing!

We are brave guys

Friendly, skillful.

We will serve in the Army,

Let's protect the Motherland!

To serve in the army you need to be strong and brave. We will now split into two teams: "Pilots and Sailors".

On my signal two players (one from each team) run out to the middle of the site. The player of the first team makes various movements in order to distract the attention of the player of the second team and take the ball to his camp. The player of the second team must repeat all the movements of the first player and at the same time keep an eye on the ball. If the first player grabs the ball, the second player trying to tarnish him. If he manages to stain the first player, he gets a point for his team.

If the second player fails to stain the first and he manages to escape to his camp, then the first team gets the point. Then the next pair of players comes out. The team with the most points wins.

If the game is repeated, the teams change roles.

Rules games:

1. You can only run to the ball in the middle of the court when given a signal.

2. The player who guards the ball must repeat all movements, otherwise he loses.

1. You can catch someone running away up to the line camps. If the runner drops the ball before reaching his camps, he is considered caught.

You guys are great, I think that in the future you will be worthy defenders of our Motherland.

To everyone who protects our world,

For great things

Glory, glory and honor!

Publications on the topic:

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Abstract of GCD (senior preschool age) in mathematics “Letter from a fairy tale” State budgetary preschool educational institution Kindergarten No. 102 of the Kalininsky district of St. Petersburg Joint activities.

Abstract of the educational activity “War has a childish face” (senior preschool age) Title of the work: “War does not have a child’s face...” Nomination: “Feat is immortal” Elena Sergeevna Lukina MBDOU “Kindergarten No. 39.

Goal: development of children’s cognitive activity in the process of experimenting with water. Objectives: 1. Introduce children to the properties of water.

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Outdoor games

07.09.2011 23224 1094

Outdoor games

Where there is active play, there is no place for boredom. These games help to do emotional exploration and get to know the guys better. Outdoor games always require motor efforts from the players, aimed at achieving a conditional goal specified in the rules. The peculiarity of outdoor games is their competitive, creative, collective nature. They demonstrate the ability to act together with a team in constantly changing conditions. Outdoor games most fully correspond to the nature of childhood.
We have no doubt that you have been participants and organizers of outdoor games more than once. Therefore, let's remember together what is most important in organizing such games. Each game has its own game task: “catch”, “catch”, “find”, etc. Try to captivate the children with it and interest them. Sometimes it’s useful to play on the guys’ pride by expressing “doubt” about their strength and dexterity. Draw a vivid picture of the upcoming action in front of the children. At the beginning, you shouldn’t limit yourself to just one routine phrase: “And now we will play...”. When organizing outdoor games, remember that it is better if you are as much a participant in them as the guys. Each game has its own rules. Explain them clearly. This can be done more effectively if, simultaneously with the story, you show actions, i.e. create a figurative idea of ​​the game. Let one of the guys repeat after you what will require special attention in the game. If the rules are not followed during the game, pause the game, make a cheerful commentary on what is happening and show what the mistake is. During the game, be emotional and spontaneous. Cheer the guys up. A comic report about what is happening is also possible. If you lose interest in the game, try complicating the rules, this usually inspires you. But remember: a game is a game as long as it gives the characters a wide range of behaviors, as long as their actions cannot be predicted in advance. Don't miss the moment when it's best to finish the game. And yet, some games require simple equipment, prepare it in advance. Think carefully about where it is best for you to organize the game. Let it be a comfortable and safe place. Often, to play games you need to break into teams; for this, keep a few original rhymes in stock.

ENCHANTED CASTLE
The players are divided into two teams. The first team must disenchant the “castle”, and the second team must prevent them from doing this. The “castle” can be a tree or a wall. Near the “castle” there are the main gates - two guys from the second team are blindfolded. In general, all players on this team must be blindfolded. They are located arbitrarily, the way they want, on the playground. The players who must disenchant the “lock”, at the command of the leader, begin to silently move towards the main gate. Their task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the second team, blindfolded, is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the guys change roles.
Before the start of the game, one condition must be specified: will the guys from the second team stand still or can they move around the court.
TRAFFIC LIGHT.
Two lines are drawn on the site at a distance of 5-6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. The driver names a color. If the players have this color in their clothes, they freely pass by the leader to the other line. If there is no such color in clothes, then the driver can insult the player running across the space between the lines. The salty one becomes the driver.

A-RAM-SHIM-SHIM
The driver stands in the center of the circle with his eyes closed and his hand extended forward. All players run in a circle saying:
A-ram-shim-shim,
A-ram-shim-shim,
Aramia-gusiya,
Point at me.
At the last words, the circle stops, and the players look at whom the leader’s hand is pointing at. The one whom the driver pointed to enters the circle and stands back to back with the driver. Everyone says in unison: “One, two, three.” On the count of “three,” those standing in the center simultaneously turn their heads. If they turn their heads in one direction, then they are performing some task for the children - singing, dancing, reading, etc. After this, the first driver leaves, and the second takes his place. If they turn their heads in different directions, then no task is given to them, the first driver leaves, and the second one starts the game from the beginning.
When older kids play this game, they sometimes introduce this rule. If there is a boy and a girl in the center, and they turn their heads in the same direction, then they should kiss. If there are two boys or two girls in the center, then they shake hands.

A HARE WITHOUT A LAIR.
The participants of the game stand in pairs facing each other, raising their clasped hands up. This is the "hare's lair". Two drivers are selected - the “hare” and the “hunter”. The hare must run away from the hunter, while he can hide in the “den”, i.e. stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the “hunter”. If the “hunter” makes fun of the “hare”, then they change roles.

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

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

GUESS WHOSE VOICE IS
The driver steps aside while the players agree on who will vote. Then the driver stands in a circle and closes his eyes. The players walk in a circle with the words: “We gathered together in a circle, suddenly turned around at once, and when we say “Jump, skok, skok” (these words are pronounced by one person), guess whose voice it is.” The driver opens his eyes and guesses which of the guys said “Skok, skok, skok.” If he succeeds, he changes places with the speaker. You can give the driver three attempts. If he still doesn't guess, the game starts over.

WATER
The driver sits in a circle with his eyes closed. The players move in a circle saying:
Grandfather of the water,
Why are you sitting under water?
Look out for a little bit
For one minute.
The circle stops. The “water man” gets up and, without opening his eyes, approaches one of the players. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but his eyes cannot be opened. If the “merman” guessed right, he changes his role and now the one whose name was named becomes the driver.

CROWS AND SPARROWS
At a distance of 1-1.5 meters, two parallel lines are drawn. Another 4-5 meters are measured from them, and another line is drawn. The first two lines are the starting lines, the second are the “houses”. Teams line up with their backs to each other near the first lines, i.e. at a distance of 1-1.5 meters. There are two teams, one of them is called “sparrows”, and the second is called “crows”. The presenter stands between the teams and names the words: sparrows or crows. If the leader said: “crows,” then the crows catch up with the sparrows, which are trying to escape behind the second line, i.e. hide in the "house". All caught sparrows become crows. If the leader says “sparrows,” then the sparrows run and catch the crows. The game can continue until there are no players left on one team. Or the game is played a certain number of times, and then the team with the most players wins.

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 “bump”. 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.

CATCH THE DRAGON'S TAIL
The guys line up in a column, each holding the person in front by the belt. They depict a "dragon". The first in the column is the dragon's head, the last is the tail. At the command of the leader, the “dragon” begins to move. The task of the “head” is to catch the “tail”. And the task of the “tail” is to escape from the “head”. The dragon's body should not be torn apart, i.e. players do not have the right to remove their hands. After catching the “tail”, you can choose a new “head” and a new “tail”.

SEINE
The game takes place on a limited area, the boundaries of which cannot be crossed by any of the players. Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible, i.e. the rest of the players. The task of the “fish” is not to get caught in the “net”. If the “fish” could not evade and you ended up in the “net”, then it joins the drivers and itself becomes part of the “net”. “Fish” do not have the right to tear the “net”, i.e. unclasp the hands of the drivers. The game continues until the player who turns out to be the most “agile fish” is determined.

CAT AND MICE
At a distance of 10 meters, two lines are drawn: behind one is the “cat’s” house, behind the other is the “mice” house. The driver - the “cat” is sleeping in his house, and the “mice” go to him with the words:
One day the mice came out
See what time it is.
One two three four,
The mice pulled the weights...
(At this moment, the “mice” approach the “cat” and can even touch it.)
Suddenly a terrible ringing sound was heard.
The mice ran out.
After the word “out” the cat wakes up and runs to catch up with the mice. The mice must hide in their house. Those who are caught by the cat drop out of the game or change roles with the cat.

TRAPS
Six players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. All other players join hands, forming a chain. They must move through traps. When the leader claps, the traps slam shut, i.e. the guys pretending to be traps give up. Those players who are caught in a trap form pairs and also become traps. In this game, the most dexterous and fastest of the guys is revealed - the one who managed not to fall into any trap until the end of the game.

SHORE AND RIVER
This game requires children to be attentive. Two lines are drawn on the ground at a distance of about one meter. Between these lines there is a “river”, and along the edges there is a “bank”. All the guys are standing on the “banks”. The presenter gives the command: “RIVER”, and all the guys jump into the “river”. At the command “SHORE” everyone jumps onto the “shore”. The presenter gives commands quickly and randomly to confuse the players. For example: “SHORE, RIVER, RIVER, SHORE, RIVER, RIVER, RIVER...” If on the command “SHORE” someone ends up in the water, then he leaves the game. Those inattentive players who ended up on the “bank” during the command “RIVER” also leave the game. The game continues until the most attentive participant is determined. You can congratulate him and start the game again.

WOLVES IN THE MOAT
A corridor (“ditch”) up to 1 meter wide is drawn on the site. The ditch can be drawn in a zigzag shape, narrower in places and wider in others. The drivers - “wolves” - are located in the ditch. There are not many of them - only 2 or 3. All the other players - the “hares” - try to jump over the ditch and not get greasy. If the hare is touched, he leaves the game or becomes a “wolf”. “Wolves” can kill “hares” only while in a ditch. “Hares” do not run across the ditch, but jump over it. If the “hare’s” foot touches the territory of the ditch, this means that he “fell into the ditch” and in this case is also eliminated from the game.

SQUIRRELS ON THE TREE
All players are “squirrels”; they must stand on a tree (on wooden objects) or hold on to a tree. A “dog” - the driver - is running between the trees. The “squirrels” jump, run from tree to tree, and the “dog” must catch (pick) the running “squirrels”. If she succeeds, the “dog” and “squirrel” change roles. There is a condition in the game: the “dog” should not touch the “squirrels” that are on the tree. This game is best played in a grove where there are many trees, but they do not grow densely.

COUNTERS
All players stand in a circle, shoulder to shoulder and facing the center. They are calculated in order, and everyone remembers their number. The driver stands in the center of the circle, he does not have his own place, but he has a number - for example, zero. He should quickly call out two or three numbers. The players whose numbers have been called must take one of the empty seats. If he succeeds, he takes the number of the player who stood here before him. The one who does not have enough space becomes the driver, and his serial number is zero.

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

ATOMS AND MOLECULES
All players move randomly around the playing area, at this moment they are all “atoms”. As you know, atoms can turn into molecules - more complex formations consisting of several atoms. A molecule can have two, three, or five atoms. Players playing at the command of the leader will need to create a “molecule”, i.e. multiple players will need to grapple with each other. If the leader says: “The reaction proceeds in threes!”, then this means that three players - “atoms” - merge into one “molecule”.
The signal for the molecules to break up again into individual atoms is the leader’s command: “The reaction is over.” If the children do not yet know what an “atom”, “molecule”, “reaction” is, an adult should explain it to them in a popular manner. The signal for temporarily withdrawn players to return to the game is the command: “The reaction goes one at a time.”

Russian folk games

Fun, active games are our childhood. Who doesn’t remember the constant hide-and-seek, blind man’s buff, catch-up, and races? When did these games originate? Who invented them? It is probably impossible to find an exact answer to these questions. These games, like songs and fairy tales, were created by the people. They perfectly temper the body and soul. These games require a lot of movement, resourcefulness, ingenuity, dexterity and perseverance. They are usually held in the fresh air in an open area. Children of all ages can participate in such games. From preschoolers to high school students. Their rules are simple and clear.

SALKI
The plot of this game is very simple: one driver is selected, who must catch up and make fun of the players running around the site.
But this game has several options that complicate its rules.
The taunted player becomes the driver, and he must run, holding his hand on the part of the body for which he was taunted. The first player whom the driver touches becomes the driver himself.
The upset player stops, stretches his arms to the sides and shouts: “Tea, tea, help out.” He is "bewitched". Other players can “disenchant” it by touching their hand. The leader must “bewitch” everyone. To do this faster, there can be 2-3 people driving.

HIDE AND HIDE
The driver, chosen by the players using a counting rhyme, stands in a designated place with his eyes closed. This place is called "con". While the driver counts loudly to 20-30, all the players hide in a certain area. After the end of the count, the driver opens his eyes and goes in search of the hidden ones. If he sees one of the players hiding, he loudly calls his name and runs to the stake. As a sign that the player has been found, the stake must be knocked on a wall or tree. If the found player reaches the end and knocks there before the driver, then he is not considered caught. He steps aside and waits for the game to end. The driver must “knock” as many hidden players as possible. The next time the driver becomes the player who was found and “caught” last. (Or, by the decision of the players, first.) Every time the driver moves far from the horse, the hidden players can quietly sneak up to the horse and knock there. In this case, they will not be considered detected.

GEESE
On the site, at a distance of 10-15 meters, two lines are drawn - two “houses”. In one there are geese, in the other - their owner. Between the “houses under the mountain” lives a “wolf” - a leader. The owner and the geese conduct a dialogue with each other, known to everyone from early childhood:
- Geese, geese!
- Ha-ga-ga.
- Do you want to eat?
- Yes Yes Yes.
- So fly!
- We are not allowed. The gray wolf under the mountain does not let us go home.
After these words, the “geese” try to run over to the “master”, and the “wolf” catches them. The caught player becomes a “wolf”.

BURNERS
The players line up in a column in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says:
“Burn, burn clearly,
So that it doesn't go out.
And one, and two, and three.
Last couple run!”
On the word “run”, the last couple standing must quickly run around the column and stand in front. The driver should also strive to take one of the places of the first pair. The one who does not have enough space becomes the driver. Instead of the words “last pair,” the driver can say: “Fourth pair,” or “Second pair.” In this case, everyone playing must be very careful and remember where they stand in the column.

AT THE BEAR IN THE FOREST
Two lines are drawn on the site at a distance of 6-8 meters from each other. Behind one line is the driver - the “bear”, behind the other - the “house” in which the children live. Children go out of the “house” into the “forest” to pick mushrooms and berries. They approach the bear's den with the words:
"At the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
Everything is looking at us."
At the last words, the “bear” jumps out of the “den” and tries to grease the children running away to their house. A player hit by a bear becomes a bear.

BEAUTIFUL
The driver - “monk” and the leader - “seller” are selected. All other players make a secret secret from the “monk” of the colors of the paints. Colors should not be repeated.
The game begins with the driver coming to the “shop” and saying: “I, a monk, in blue pants, have come to you for some paint.” Seller: “For what?” Monk: (names any color) “For blue.”
If there is no such paint, then the seller says: “Walk along the blue path, you will find blue boots, wear them, and bring them back!”
"Monk" starts the game from the beginning.
If there is such a paint, then the player who has wished for this color tries to run away from the “monk,” and he catches up with him. If you catch up, then the driver becomes the painter; if not, then the colors are guessed again and the game is repeated.

Blind Man's Bluff
The game takes place on a small limited area with no dangerous obstacles. The driver is blindfolded, or simply closes his eyes. He must make fun of one of the players with his eyes closed. The players run away from the driver, but do not go beyond the boundaries of the site and always raise their voices - call the driver by name or shout: “I’m here.” The spoiled player changes roles with the driver.

ALONUSHKA AND IVANUSHKA
The players stand in a circle and join hands. Alyonushka and Ivanushka are chosen and blindfolded. They are inside the circle. Ivanushka must catch Alyonushka. To do this, he can call her: “Alyonushka!” Alyonushka must be distracted: “I’m here, Ivanushka!” As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts from the beginning.

COSSACKS-BRIGERS
The players are divided into two groups. One depicts Cossacks, the other - robbers. The Cossacks have their own house, where there is a watchman during the game. His responsibilities include guarding captured robbers. The game begins with the Cossacks being in their house and giving the robbers the opportunity to hide (10-15 minutes). While the robbers are hiding, they must leave traces along the way: arrows, symbols or notes indicating the location of the next mark; the traces may also be false in order to confuse the Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one whom the Cossacks saw is considered caught.
It is better to play the game in a large area, but limited by some signs. At the end of the game, the Cossacks and the robbers change roles.

FISHING ROD
A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver. All players stand around the “fisherman” no further than the length of the rope. The “fisherman” begins to spin the “fishing rod”, trying to hit the legs of the players with it. The “fish” must protect themselves from the “fishing rod” by jumping over it. To prevent the “fish” from interfering with each other, there should be a distance of about half a meter between them. The “fish” should not leave their places. If the “fisherman” managed to catch the “fish”, i.e. touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”.
Two conditions must be met: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10-20 centimeters.

CAT AND MOUSE
Two people are selected for the game: one is the “cat”, the other is the “mouse”. In some cases, the number of “cats” and “mouses” may be greater. This is done to spice up the game.
All other players stand in a circle, holding hands - “gate”. The “cat’s” task is to catch up (touch with his hand) the “mouse”. In this case, the “mouse” and “cat” can run inside and outside the circle. The players standing in a circle sympathize with the “mouse” and help it in any way they can. For example: by letting the “mouse” into the circle through the “gate,” they can close it for the “cat.” Or if the “mouse” runs out of the “house”, the “cat” can be locked there, i.e. lower, close the gate.
This game is not easy, especially for a “cat”. Let the “cat” show its ability to run, its cunning, and its dexterity.
When the “cat” catches the “mouse”, a new pair is selected from among the players.

DRIVE QUIETTER
The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other. The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the driver. But getting to the driver is not easy. The players move only to the words of the driver: “If you drive more quietly, you will go further.” Stop!" At the word “stop” all the players freeze. The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also goes back beyond the line. Game continues. Who will be able to take the place of the driver?

ALI BABA AND BREAKING CHAINS
The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. One of the teams starts the game with the words: “Ali Baba!” The second team answers in unison: “About what, servant?” The first team says again: “Fifth, tenth, Sasha is here for us!” In this case, the name of one of the players on the opposing team is called. The named player leaves his team and runs to the enemy team in order to break the chain, i.e. will release the players' hands. If he succeeds, he takes the player who unclasped his hands to his team. If the chain is not broken, then he remains on the opposing team. The teams start the game one by one. The team that has the most players after a certain time wins.

12 STICKS
For this game you need a board and 12 sticks. The board is placed on a flat stone or small log to create something like a swing. All the players gather around this “swing”. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide. When the sticks are collected and placed on the board, the driver goes to look for the hidden ones. The found player is eliminated from the game. Any of the hidden players can sneak up to the “swing” unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players are found and the driver manages to keep his sticks. The last player found becomes the driver.

ELEPHANT
This game involves two teams of boys of 6-8 people. One of the teams must line up in a column. Each player bends down, presses his head to the belt of the person in front and at the same time holds on to him with his hands. This team is the "elephant". The second team must “climb” the elephant. It's done like this. The first player stands on the side of the “elephant’s tail,” runs up and, pushing off against the back of the last player, the “elephant,” makes the largest possible jump onto the elephant’s back.” He must “land” so as not to fall from his “back” and not even touch the ground with his feet. Then all other players from the “riders” team make jumps. If one of them could not resist and fell off the “elephant”, then the game ends and the teams change places. If everyone jumped successfully and no one fell, then the “elephant” must walk 8-10 meters with its riders. If the “elephant” succeeds, then the game also ends and the teams change places.
The game requires not only dexterity, but also courage, because jumping sometimes causes pain to players of both teams.

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Bouncers

Equipment: Volleyball.

Game description: The playing field, 8-10 meters long, is outlined on both sides by lines, behind which there are bouncers (drivers), their task is to knock the players off the field with the ball, the ball is served alternately from one bouncer to another.

Potato

Equipment: Volleyball.

Game description: The players, standing in a circle, throw the ball to each other (catch or hit, as in the game “volleyball”), the one who misses or drops the ball becomes a “potato” - he squats in a circle and can be hit with the ball. If the ball falls to the ground after hitting the “potato”, then it is not considered missed and the game is resumed; if the “potato” manages to catch the ball (like a “candle”), then the one who lost the ball becomes the “potato”, and the rest of the players leave the circle.

The goose was flying

Game description: Participants stand in a circle, stretch out their arms, while keeping their palms vertical, placing their right palm on the left palm of the neighbor on the right. All players take turns pronouncing one word from the counting rhyme, and for each word they make a move - clap the left hand of the neighbor on the left. “Flying, goose, screaming, getting married.” - "On whom?" - "On you". - "How many times?" - number; or: “A crow flew-in-blue-pants-read-a-newspaper-numbered” - number; or: “The-dragons-fly-ate-donuts-how-many-donuts-did-the-dragons-ate?” - number. The player calls any number out loud and clap. The claps are counted out loud one by one. The task of the player on whom the named number “falls” is to quickly remove his hand from under the clap. Those who do not have time are eliminated.

I know five names

Equipment: Ball.

Game description: They hit the ground with a ball (palm), with each strike pronouncing another word: “I know five names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three, Sonya - four , Ira - five, I know five..."If a player makes a mistake or makes a long pause, the ball passes to another player, when the ball makes a circle and returns to the player, the game for that player resumes from the place where it was interrupted (as this done in the “classics”), while it is better to agree in advance in what order the items will be named.

Steps

Game description: A circle with a diameter of 1.5-2 m is drawn, into which all participants are placed. The driver throws the ball as high as possible, and everyone runs as far as possible from the circle. Having caught the ball, the driver shouts “stop”, selects a “victim” and assigns the number of steps to it (the steps can be very diverse and in different numbers, for example, two “giants” and “five “Lilliputians”).

If the driver, after completing the prescribed steps, manages to touch the driver, then the “victim” becomes the driver. The names of some steps: “giants” - large steps in a jump, “midgets” - a half-foot step, “thread” - from toe to toe, “ducklings” - squatting, “umbrellas” - a jump with a flip, “bunny” - a jump - legs together. The rest you can come up with yourself.

The sea is agitated...

Game description: The driver stands with his back to the players, who depict various figures in motion, and says the words: “The sea is worried - one, the sea is worried - two, the sea is worried - three, sea figure, freeze in place.” Then he turns around. The one who did not have time to freeze or moved first becomes the driver.

Fanta

Game description: Players collect one of each item, which is put into a bag. After which one player is blindfolded; the presenter pulls out things one by one, and the blindfolded player comes up with a task for the pulled out thing, the owner of which must complete it.

The tasks can be very different: sing a song, dance, etc. Only your imagination can limit your choice.

Kiss-scat

Game description: The driver stands with his back to the players. The presenter points with his hand at any player of the opposite sex (in relation to the driver) and says “kitty”. If the driver answers “shoot,” then the leader points to the other player, asking the same question.

If the answer is “meow,” then the host asks what this player should do together with the driver (or invites the driver to draw a task from the hat). The couple completes the task. For example: he dances, sings, depicts a famous monument, draws a tied pair of legs, etc. Next, the driver joins the players, and the called player becomes the driver.

Fishing rod

Game description: A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver. All players stand around the “fisherman” no further than the length of the rope. The “fisherman” begins to spin the “fishing rod”, trying to touch the feet of the players with it. The “fish” must protect themselves from the “fishing rod” by jumping over it. To prevent the “fish” from interfering with each other, there should be a distance of about half a meter between them. The “fish” should not leave their places. If the “fisherman” managed to catch the “fish”, i.e. touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”. Two conditions must be met: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10-20 cm.

Tea-tea, help me out

Description: There is a driver (or several) who stains the participants. The person he stained stands up and begins to say: “Tea-tea-help out!” Uncaught players try to help out a friend by trying to touch him. If this succeeds, then the embattled player is released and is back in Ife. The point is to catch everyone.

12 sticks

Game description: For this game you need a board and 12 sticks. The board is placed on a flat stone or small log to create something like a swing. All the players gather around this “swing”. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide. When the sticks are collected and placed on the board, the driver goes to look for the hidden ones. The found player is eliminated from the game. Any of the hidden players can sneak up to the “swing” unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players are found and the driver manages to keep his sticks. The last player found becomes the driver.

Interaction games

During the organizational period, it is very important not only to introduce children to each other, but also to include them in interaction. And what could be more useful than a game in which each participant can show their best side!

Layout

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

sitting circle

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

Wall

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

Pillow

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

crooked wheel

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

Portrait of a counselor

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

Pass it along the chain

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

Wall

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

Dancing balls

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

Dancing cap

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

Slow dance invitation ribbons

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

Name in the center

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

Say hello with your noses

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

Hugging tulle

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

Determine by touch

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

Pouch

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

Association

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

Cat dog

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

Pen

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

Find a pen

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

Find this without knowing what, do that without knowing what

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

Build a fortress

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

Zhovzhelit

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

Bath

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

Situation

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

Three musical words

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

Shadow running

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

Outdoor games for summer camp.

"Sly Fox"

Any group of children can play, but the optimal number would be 6-10 people. At the beginning of the game, children stand facing in a circle, with their hands behind their backs. An adult or driver from among the children walks behind the circle and quietly touches the hand of one of the children. The one who is touched by the driver immediately becomes “ a sly fox."

After this, the driver chooses one of the guys and invites him to look at the faces of his friends and guess who the “sly fox” is. If this player does not guess right away, then all the children ask in unison:

Sly fox, where are you?!»

and look at each other's faces, trying to guess and find the cheat.

If you guessed the fox, then the game starts over. If the fox still managed to escape, then after three questions asked, she answers:

I'm here!!!

and runs to catch the guys. Everyone scatters. After 3 children are caught and greasy, the game ends and everything starts all over again.

Merry little train

The squad stands in a circle. The counselor invites a boy and a girl to go out to the center - they will be drivers (cheerful trains), and all the guys around will be carriages. The counselor asks the drivers to give their names. On command, the engines run up to any trailer and say: “Hello, I’m a funny little engine, and who are you?” The “trailer” calls his name, for example Denis, after which the driver waves his hands right and left five times, pronouncing the name of the trailer for each movement: “Denis, Denis, Denis!” Then the engine says: “Come with me!” To which the trailer must raise and lower his right hand, while saying: “Tut-tu, tut-tu.” After which the engine takes the hand of the carriage, which now becomes the driver, and they go on to meet the guys. At the end of the game, the counselor declares the winner the cheerful little engine that has collected the most trailers.

"Mazai"

Players (from 3 people) enter the water. In order to play comfortably, you need a fairly large area with a depth of approximately chest-deep or slightly deeper. The participation of an adult is highly recommended and supervision of children in the water is mandatory!

First, as in any other tag, you selectdriving . How in ordinary On the tag, he must catch up and make fun of the players. But at the same time, one essential rule applies: if the player dives and is under water, then the driver must dive and splash him under water. The player being chased by the driver can run away from him, swim away and dive. In addition, it can splash at the driver. But, of course, during the game everyone is prohibited from running out of the water onto the shore.

In addition, the usual precautions for playing in water apply: no pushing, drowning, or holding players underwater.

The player who has become the driver becomes the driver. But he cannot immediately kill the former driver.

Santiki - Fantiki - Limpopo

The counselor chooses a driver and asks him to go to the center and say his name loudly (for example, the driver’s name is Petya). Then the counselor asks Petya to close his eyes and, so that he does not see, silently chooses the second driver. Petya opens his eyes. The guys begin to say the same phrase: “Santiki - Fantiki - Limpopo,” while everyone crouches a little and makes movements with their hands, as if they were screwing in flashlights. The second driver, whom Petya doesn’t know about, but the guys know, begins to come up with new movements - squatting, like in physical education, or jumping like a ball. All the other guys repeat the actions after the second driver. Petya’s task is to determine who the squad is following, and to show who is the leader in the circle. If he succeeds, then the second driver goes to the center, says his name, closes his eyes, and the leader chooses a new player who will set the movements.

The tiger is coming

The counselor declares the leader a tiger and invites him to hide in a hole (leave the circle). When the tiger leaves, the leader tells the group: “We went for a walk in the clearing.” After these words, all the guys pretend to be walking around the clearing - tumbling, picking flowers, catching butterflies. When the fun is in full swing, the counselor shouts: “The tiger is coming!” All guys must freeze and not move. A tiger appears. He approaches the players and with his growl tries to cheer them up and make them move. The tiger is not allowed to touch the children. The guys who start laughing and moving are out of the game. And whoever does not make the slightest movement is declared the winner. Then a new tiger is chosen.

Earth, water, fire, air

A very fun group game with a ball that develops attentiveness in children.

Game description

All players stand in a circle, the driver stands in the middle. The driver throws the ball to any player, while pronouncing one of four words: earth, water, fire or air.

With the word “earth”, the one to whom the ball was thrown must name some kind of animal, “water” - some kind of fish, “air” - a bird, and with the word “fire” - everyone waves their hands. The player who makes a mistake is eliminated.

Rules of the game

  1. All players stand in a circle, the driver stands in the middle.
  2. The driver throws the ball to any player, while pronouncing one of four words: earth, water, fire or air.
  3. With the word earth, the one to whom the ball was thrown must name some kind of animal, water - some kind of fish, air - a bird, and with the word fire - everyone waves their hands.
  4. The player who makes a mistake is eliminated.

Dwarfs and giants

The host explains the rules of the game to the players.

When he says the word “dwarfs,” everyone must sit down, because dwarfs are small. He must pronounce this word in a thin voice.

When he says the word "giants" in a rough voice, everyone must stand up and raise their hands up.

The presenter announces: “Guys, remember, the correct commands are “dwarfs” and “giants”. You should not respond to other commands.” And he pronounces the above commands, as well as “Stand up”, “Sit down”, “Raise your hands up”, all mixed together. Those who carry out incorrect commands are eliminated. The one who makes the fewest mistakes wins.

"Stander-Stop"

With the help of a counter you selectdriving , the remaining players form a circle. It is advisable to mark the center of the circle with chalk. The driver takes the ball and stands in the center of the circle. The distance from the center of the circle to the rest of the players should be one or two steps.

The driver throws the ball high up and calls the nameany player from the circle. The named player must try to catch the ball. If he succeeds, the player becomes the new driver, and the former driver takes his place in the circle.

If a player did not have time to catch the ball and it fell after touching the ground, all playersrun away in different directions until the player picks up the ball and shouts “Stander!” or just “Stop!”. After this all players freeze, and the player, returning to the center of the circle, must hit any player with the ball. If he succeeds, the upset player becomes the new driver; if he doesn’t hit anyone, he drives again.