Children's games in the camp. Squad games in the camp

Kite and mother hen

Children line up in a column one after another, holding the belt in front of the one standing. The first person in the column is the hen, and the last one is the smallest chick. A kite is after him. The task of the kite is to catch the chicken. In this case, the chain should not break up, that is, the hands cannot be disengaged. When the kite catches the chick, you can choose another kite and a hen.

Snake (by analogy)

Children line up in a column, each holding the belt in front of him. Last Man in the column is the tail, and the first is the head. The task of the head is to catch the tail. At the same time, the body of the snake should not disintegrate, that is, the hands cannot be disengaged. When the head catches the tail, a new tail and a new head can be selected.

Fishing rod

Fishing rod

To play, you will need a rope 2-3 m long and a bag of sand - a fishing rod. You can also use a regular jump rope. The bag is attached to the end of the rope.

A leader is chosen from the participants. All players stand in a circle, and the driver - in the middle of the circle with a rope in his hands. He rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players.

Salki (catchers)

molecules

A site without dangerous obstacles is determined. The driver is chosen - "molecule". All players are "atoms". They are scattered around the court in random order, and the driver begins to catch up with the players. The one who was taunted takes the driver by the hand, and together they catch up with the rest.

The game ends when all the players and the driver hold hands, that is, everyone is caught.

Freeze (by analogy)

A site without dangerous obstacles is determined. The driver is selected - "Frost". Everyone flees, running around the court in random order, and the driver begins to catch up with the players. The one who was taunted freezes in place, saying "Unfreeze me - a black horse." Those who did not have time to "freeze" can help by touching the "frozen" player and thereby free him from the ice captivity, the game continues.

You can complicate the game by choosing two drivers.

Cross the road

The players run away from the driver, who seeks to overpower them. But any player can save his comrade from pursuit by running across the road to the driver.

The driver has no right to continue the pursuit and must catch up with the new player. The salted player becomes the leader.

Salki with a ball

Players run around the court, fleeing from the driver, who seeks to knock them down, and pass (or throw) the ball to each other. The player with the ball cannot be kicked.

The task of the players is to pass the ball to the pursued before it is knocked down by the driver, and also to protect the ball from the driver.

The driver can touch the ball in the hands of the player. The player in this case becomes the driver. The driver can also touch the ball by intercepting it on the fly. In this case, the player responsible for losing the ball becomes the driver.

Salki squat

With the help of a counting rhyme, the driver is selected. The players run away from the driver, and he catches up and salutes the players who did not have time to sit down with an emphasis on their hands. The salted one becomes the new driver, and the game continues. The squat can be replaced by another position (for example, "swallow").

Standr, stop!

There can be quite a lot of participants in this game, you need an open spacious area, a ball, preferably not very heavy, you can use volleyball.

Players stand in a circle. The driver hits the ball on the ground several times, saying: "Shtander, shtander, shtander ...", keeping the players in suspense. To the surprise of others, he tosses the ball high into the air and calls out the name of one of the players.

At this time, everyone scatters, trying to retire to a safe distance. The player whose name was called (now he is the driver) must catch the ball. When the ball is in his hands, he shouts: "Stop!", and everyone freezes in place. The driver looks around, chooses a "victim" and estimates the distance by eye and says: "To, (the name of the" victim "), six giant steps, three human and five Lilliputian!". And he starts counting steps.

You need to calculate the distance so that you get as close as possible to the so-called "victim" in order to hit her with the ball. The players stand motionless, and the driver must go strictly in a straight line. And, having counted the steps, he also has no right to take his feet off the ground, but must fall into the victim from the position in which he stopped. The victim can dodge, crouch and catch the ball without moving.

If the ball is caught, the victim must knock out the driver. If the driver misses, then while he is running after the ball, everyone scatters. Having caught the ball, he again shouts: “Stop!”, And everything repeats.

each other

Ali Baba

It is better to play this game on a flat field. You have to run, and sometimes fall.

The players are divided into two teams. Teams stand in two lines opposite each other at a distance of 5-6 meters.

The teams are negotiating:

- Ali Baba!

What's a servant for?

- Fixing the sleeves!

- What numbers?

- On the fifth, tenth, we ... (the name of the player of the opposite team) here.

The player chosen by the rivals runs with all his might to the enemy line, they hold hands tightly. If the running player manages to break a number of rivals, he takes one of the players of this team and takes him to himself, if not, he becomes a player of the other team. The dialogue is repeated (now the team that got a new player starts it). The game continues until a certain number of players remain in one of the teams, most often one, but this depends on the total number of participants.

Shackles (rules are similar to the game "Ali Baba")

Words that the players shout out:

— Shackles!

- Bound!

- Unwind!

- Who do you want?

- Player name...

take the ball
Two teams of players line up against each other in lines, calculated in numerical order. The distance between the lines is at least 10 m. A ball (pin) is placed in the middle. The host calls a number.

The players of both teams under this number run out, trying to be the first to grab the ball and return with it to their place in the line. The player who did not get the ball tries to catch up (hide) the opponent. If the player with the ball manages to get into place clean, the team receives two points, if he is stained - one. You can't take the ball away. Then participants with other numbers run out. The leader counts the points. The team with the most points wins.

Cities
Participants are divided into two teams, lined up in two lines facing each other at a distance of 10-12 m outside the "cities". The distance between the participants in the lines should not be less than the width of outstretched arms. On a signal, they run towards each other, trying to occupy a strange city and turn around to face each other. The team that does it faster wins. You can diversify the game by moving by jumping on one leg.

sparrows
From among the players choose a driver - a cat. All other players are sparrows. A circle with a diameter of 5-6 m is drawn on the site. The cat sits in the circle, and the sparrows stand outside it. Sparrows, at the signal of the host, jump into the circle and jump out of it. The cat catches sparrows that have not jumped out of the circle. Caught sparrows remain in the circle. After the cat catches several sparrows, a new cat is selected from among the uncaught ones. Sparrows jump on one or two legs by agreement. A sparrow that crosses the circle is considered to be caught.

Wolf and goats
It is necessary to draw two parallel lines at a distance of about 1 m. This will be the ditch in which the wolf lives. Then choose a wolf. The rest of the players are goats. The goats stand on one side of the site. On a signal, they run to the other side of the site, jumping over the moat. The wolf is trying to catch (feel off) the kids without running out of the ditch. Caught goats are counted and released. After several runs, a new wolf is chosen.

What kind of people is this?

Children stand in a round dance, the host asks questions, everyone answers them in unison.

- Well, guys, let's follow the order:

We lead not just a round dance,

A round dance-charging!

- In a circle, guys, stand up?

- Get up!

Did they take each other by the hand?

Are you ready to repeat after me?

- Ready!

- Repeat word for word!

Run, run, only the heels sparkled!

Brook

You can play anywhere: on the field, in the yard, by the river... And how romantic it is at a disco or at a farewell fire.

The number of players can be anything, ((the more, the longer the stream), the main thing is odd: everyone is divided into pairs, hold hands and stand one after another. Hands are raised, a corridor is formed. The driver walks along the formed corridor, chooses a pair from the players , takes the hand and leads, becoming the last pair. The released player becomes the driver. The game is fun and soon there are more and more drivers, and the corridor is longer. That's how sympathies are found!

ball games

duck hunting

The participants of the game are divided into two teams, one of which is hunters, the other is ducks. The hunters form a large circle, the ducks occupy the center of this circle.

On a signal, the hunters begin to knock the ducks out of the circle with a ball. The hunter can throw the ball himself or pass the ball to a teammate for throwing.

Ducks run inside the circle, escaping from the ball, dodge and bounce. The knocked out duck leaves the circle. Ducks are allowed to catch the ball, in which case one of the ducks that left the circle returns. Which of the eliminated ducks to return is decided by the one who caught the ball.

The game ends when there are no ducks left in the circle, after which the teams switch roles.

penguins

Two teams line up in columns one at a time. In front of them at a distance of 10 m put a flag. The first numbers in the teams receive a ball. It is necessary, holding the ball with your knees, to reach the flag, go around it and return to the team. The ball is then passed to the next player. The team that completes the task first wins.

Ball in a circle

The participants of the game stand in a large circle and count on the first or second. The first numbers - one team, the second - another. Two standing nearby player - captains. They are given a ball. After the signal, the balls are passed in a circle through one to the players of their team. Each team strives to pass the ball as quickly as possible so that it returns to the captain. If the balls collided and fell, they must be picked up and the game continued from the place of the fall. The team that gets the ball back to the captain first wins.

Driver's choice

The counselor can appoint a driver. You can invite the guys to choose a driver, suggesting what qualities he should have (the one who runs well; who does not miss the ball; the most cheerful, etc.). This method is especially good, because the chosen driver always tries to justify the trust of his comrades as best as possible.

But there are games where anyone can become a driver, especially since during the game it will often change. The counting game will help. Whoever gets the last word goes to drive.

The bees flew into the field
Buzzed, buzzed,
The bees sat on the flowers
We play - you drive.

But there are also such counting rhymes in which the player who had to the last word, leaves the circle, and the calculation is made from the beginning. They count until one participant remains, who becomes the leader. (This method is used only when there are few participants).

Once upon a time there were a hundred children
One hundred good Octobers
Everyone sat down for dinner
Everyone ate a hundred cutlets,
And then they went to bed.
Start counting again...

Sat on the golden porch

King, prince, king, prince,

Shoemaker, tailor.

Who will you be?

Choose quickly!

Do not detain good and honest people!

Tara-Mara went to the forest,

She ate cones, she ordered us.

We don't eat cones

Let's give Tare Mare!

I made jam

I boiled my finger

I won't tell anyone

That I go without a finger.

Peas are rolling on the dish,

You drive, but I won't!

One two three four,

We live in a big apartment

In the work (54 pages) sections are disclosed:

- indoor games

- outdoor games;

- games on the ground;

- relay races without sports equipment;

- relay race with a rope and a hoop;

- relay races with the ball;

- comic olympiad;

- fairy tale relay;

- water-land competitions;

- zoological races;

- competition acting skills;

- games, attractions, fun, jokes

- dance and entertainment evening;

- aptitude test;

- "It's time to think" games;

- charades;

- a club of fools, riddles, jokes;

- shifters;

- tongue twister competition;

- fun game;

- jokes-jokes;

- anagrams and logarithms

INDOOR GAMES

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

"Maths". Children sit in a circle. The teacher gives the task: “Let's start counting in a circle. The one who has a number that is a multiple of 3 pronounces his name instead of the number.

"Candle". The participants of the game sit in a circle around the candle. The teacher picks up a talisman and begins an acquaintance. “Let me introduce myself: Masha ... Height ... Weight ... Volumes ... Foot size ... Education ...” The presentation depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the hobbies of children, then the teacher talks about his hobbies at the same age, if the goal is content future activities, the teacher talks about what he did at the health camp at the same age; if the goal is to understand internal state child, the teacher talks about his experiences at this age. The talisman is given to the narrator. The host sets the theme, rhythm, content, directs and regulates the course of the game.

"Who is absent". After each introduction, the lights are turned off and one person leaves the room. The rest must guess who is missing, and call his name.

"Figures". The players become in a circle. A rope is stretched inside the circle, for which everyone is holding hands. The facilitator explains what is needed eyes closed, without opening hands, build a square, an equilateral triangle, a star, using only oral conversations.

"Voices of Animals" Children are divided into pairs, choosing the voice of an animal. Then they disperse on opposite sides of the room and, with the lights turned off, they face the task of finding a partner in the voice of the selected animal.

“Guess what I see!” This game can be played anywhere and everywhere: it disperses boredom and gives pleasure. And best of all, she acts by diverting attention if Petya again quarrels with Anya or Kolya sadly huddled in a corner.

Start like this:

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

Child: Hearts on the curtains?

Him: The cover of Tanya's book?

He: Oleg's hat?

He: Fantik on the table?

Believe me, this can continue indefinitely!

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

"Guess the song (poems)". A group of guys are playing. The driver is determined, he moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, the line of Pushkin's poem: “I remember a wonderful moment, you appeared before me ...” All the guys sitting in a circle take one word from this line. The driver returns and begins the survey of the guys. He can ask any questions, the most absurd, to everyone in turn or in a breakdown, such as “Your attitude to salted cabbage?”, And the answerer must use the word he got: “I have a wonderful attitude to cabbage!”

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

“Nonsense” Two players who play in secret from other players agree on a topic on which they will communicate non-verbal means. They start a conversation. Eyewitnesses, having guessed what is at stake, are connected to the conversation. When everyone is involved in the game, they begin to find out the subject of communication from the last person who connected - who understood the topic of the conversation and what information he transmitted himself.

"Walking down the street." All players are assigned numbers. No. 1 begins: “4 crocodiles were walking along the street”, No. 4 answers: “Why 4?”, No. 1: “How much?”, No. 4: “A 8”. No. 8 comes into play: “Why 8?”, No. 4: “How much?”, No. 8: “A 5!” etc. if someone made a mistake or hesitated, he gives a phantom. Collected forfeits at the end of the game

Played out.

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

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

"Clothes Exchange" Children sit in a circle and carefully look at each other's clothes, trying to remember them. Then one of them walks out the door and several players switch pieces of clothing. The host enters and tries to determine who is wearing other people's things and to whom they belong. It will immediately catch your eye if the boy Sasha puts on Ani's skirt. Not so noticeable when changing socks.

"Attention, he's coming!" Children stand in a circle as close as possible to each other. They pass a soft toy or other object from hand to hand while the music is playing. Everyone tries to get rid of this item as soon as possible. As soon as the music stops, whoever has the toy is out of the game.

"Present". The players sit in a semicircle and choose the driver, then invite him to leave for a while. Each player prepares a gift for himself: a knife, a pencil, a coin, a pin, etc. The driver's name is. He goes around everyone and tries to remember who has what item. Then he goes out again, and the players collect all things in one place. Again, the driver is called and they offer him to distribute gifts to whomever they like. If the driver distributes gifts correctly. Choose a new driver; if he makes a mistake, repeat a third time. After the third time, a new driver is chosen.

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

"What changed?". 10-15 postcards are laid out on the table. The players are invited to remember the location of several postcards within 1-2 minutes. When everyone looks a second time, it is proposed to say what movements were made. Whoever gets everything right wins (or more) changes.

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

“Fun Spoon Game” Prepare one less spoon than the participants in the game. Have the participants in the game squat in a circle, hands behind their backs. Put spoons in the middle in a circle (one less than the private players of the game). The facilitator tells a story that might start something like this:

There was one family. Their surname was Lozhkin ...

On hearing the word “spoon”, the children should grab one of the spoons as soon as possible. The one who did not get the spoon is out of the game. Then the spoons are again placed on former place and the game continues. Don't forget to put one spoon aside while doing this, and then the story continues:

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

Instead of spoons, you can play with other objects, for example, chestnuts, plush strings, cubes, etc. It is only important that they are at the same distance from the children. Children should definitely keep their hands behind their backs and treat each other gently. Carefully. And it's not that hard to make up a story. It may well be long, but it is sure to be interesting and fun.

OUTDOOR GAMES

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

"Chicken by grain".

1. We will buy a chicken with my grandmother 2 p.

And the chicken kudah-tah-tah

2. We will buy a duck with my grandmother - 2 r

3. We will buy a turkey with my grandmother - 2 r

Turkey tails-tails, duck tati-ta-ta

And the chicken kudah-ta-tah

4. We will buy a pussycat with my grandmother - 2p

Duck tati-ta-ta, and the chicken kudah-tah-tah

5. We will buy a dog with my grandmother

Dog woof-woof, kitty meow-meow, turkey folds-folds,

Duck tati-ta-ta, and the chicken kudah-tah-tah

6. We will buy a cow with my grandmother - 2p

Flour-flour cow, woof-woof dog, meow-meow kitty, turkey folds-folds,

Duck tati-ta-ta, and the chicken kudah-tah-tah

7. We will buy a piglet with my grandmother

Piglet grunts-grunts, cow flour-flour, dog woof-woof,

Kisonka meow-meow, turkey folds-folds,

Duck tati-ta-ta, and the chicken kudah-tah-tah

8. We will buy a TV with my grandmother - 2p

TV time-facts

The announcer is lala-lala, and the chicken is kudah-tah-tah

"Two Flowers"

two flowers two flowers

Hedgehogs, hedgehogs

Anvil, anvil

Scissors, scissors

Run in place, run in place

Bunnies, Bunnies

And now we will say girls and boys in unison.

"The king rode through the forest"

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

He met the princess - 3 r

Let's jump with you - 3

Legs kicking - 3

Let's clap our hands - 3

Let's stomp our feet - 3

Let's spin with you - 3

And we will make friends - 3

"How is it going".

How is it going? Like this

Do you swim? Like this

Are you waiting for an answer? Like this

Are you following? Like this

How do you run? Like this

Do you sleep in the morning? Like this

Are you looking into the distance? Like this

How are you kidding? Like this

"Figure Waltz". Everyone stands in pairs in a circle, holding hands, forming a boat, and sing: “Step, step, step - on your toes. Step, step, step - on toes. Rocked, rolled over, slammed, name, changed.”

"Rhythmic Exercise"

Strong - brave our squad

Went out to the parade.

Higher leg

Firmer step

As a soldier walks in the ranks.

"Where is the right, where is the left." The kids are jumping up and down. When the teacher says “right”, the children put the right on the toe. (hands on waist)

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

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

"Enchanted Castle" 2 teams are playing. 1 should disenchant the “castle”, and 2 should prevent them from doing so. The "castle" can be a tree or a wall. Near the “castle” there is the main gate - the yard of the guys from the 2nd team with a blindfold. In general, all players on this team must be blindfolded. They randomly, as they want, are located on the playground. the players who must disenchant the “castle” at the command of the leader begin to silently move towards the lava gate. And the tasks are to quietly reach the gate, go through them and touch the “castle”. In this case, the game is considered over. But the task of the 2nd blindfolded team is to overpower those who are moving towards the “castle”. Those who are taunted are out of the game. At the end of the game, the guys change roles. Specify the condition: will the guys from the 2nd team stand still or can they move around the site.

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

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

"Japanese tags". Everyone plays. The driver chases the rest of the players, and if he touches someone, he starts to drive. But it is more difficult for a new driver: he must run holding on to the part of the body that the one who has touched him, be it the arm, head, shoulder, lower back, knee or elbow. So he must catch up and overpower someone. If there are a lot of players, they choose two or even three drivers.

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

The hare must run away from the hunter, while he can hide in the house, that is, stand between the players. The one to whom he stood with his back becomes a "hare" and runs away from the hunter. If the hunter knocks down the hare, they change roles.

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

"Hello". Everyone stands in a circle, shoulder to shoulder. The driver walks along outside 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 with each other and say: "Hello." You can also say your name. Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

"Water". Purpose: attention, honesty, knowledge of each other.

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

water, water,

Why are you sitting underwater?

Look out for a glimpse

For one minute.

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

"To your flags." Purpose: honesty, attention, how to remember the color of your subject.

Divide the children into teams. Give each team an object of a different color. On a signal, everyone dances to the music. The music ends - everyone stops and closes their eyes. The captains approach the teacher, and he whispers how to get up. The music turns on, everyone opens their eyes and looks for the captain with an object of their color.

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

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

"Human alliance (knot)". This exercise is designed to bring participants into agreement with each other and interaction. The group consists of 10-12 people. Participants are asked to stand in a circle, reach out and grab right hand with one person, and the left with another. Then they are asked to unravel without opening their hands. Success depends on how the participants will negotiate with each other. The participants then discuss how they come to an agreement on real life how important these agreements are.

"Moon ball". A wonderful game for one team, which develops coordination, quick reaction and sociability.

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

Some rules:

1. A player is not allowed to hit the ball twice in a row.

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

Not too difficult? "Moon Ball" popular game for all ages because it is very easy to understand, does not require much experience and involves everyone. Since you're standing in a circle hitting the ball, there's no doubt where all eyes are on - the ball, of course. Since everyone is focused on the ball, good and bad hits are not attributed to anyone and the game continues.

The beach ball gives an outlet for fantasy, think what else you can do with a brightly colored, like hot air balloon, the ball, in addition, how to pass or throw it? After you've tried the main game, play one of its variations.

Ask the group, after the basic 37 hits, to demonstrate how many times the group can hit the ball so that everyone hits in turn: 1. Not letting the ball hit the ground or 2. Not letting the players pass. Or watch how quickly the ball moves from one player to another in turn, that is, through the entire group. If the ball touches the ground, assign a time penalty - say 5 seconds. The ball must be hit, not passed. Make this game permanent and record the largest number strokes (hand only) for one minute. Count only those hits that were not preceded by a ball drop. Let the players decide how to position themselves for the best result.

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

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

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

"Balance with a brush". It's extraordinary fun exercise, but also the result of this exercise is improved relations between students and a willingness to look stupid in the eyes of others. How many guys skip available training situations just because they don't want to look stupid in front of their comrades. Conduct: Have the students hold the brush vertically so that the handle is exactly above its head, and have them look at the highest point of the brush. Have the students turn around 15 times and then lower the brush to the floor and step on it. During rotation, the student should keep his eyes open and look at the end of the brush, which should be held vertically with his arm outstretched. Most contestants will fall before completing the rotations, and the rest will have great difficulty stepping on the brush handle. The virtue of the exercise is that: 1. This is the very exercise that most people find difficult to do and thus they show their inability to do it in front of all the participants Potentially negative exposure reduces their normal sensitivity to defeat because the task itself is funny and the group , absorbed in a merry moment, laughing, supports any effort, no matter how stupid and ridiculous it is. 2. Successful execution does require concentration and concerted effort. Most people can control their dizziness.

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

Since participants become disoriented as a result of exposure to the middle ear, a minimum of 4 assistants (facing from north, south, west and east) should be used for each exercise. One of the assistants is watching the brush (ready to fall at any moment), and the rest are watching the movements of the spinning participant - each assistant is aware of his responsibility to prevent a friend from falling. Have 2-3 participants perform this trick in front of the whole group. Then break the class into small groups: participants and helpers. This is a good and interesting exercise, but if you use it often, it turns into a boring, tedious and useless pastime. Caution: Remember, dizziness can cause an epileptic seizure. Warn the students about this and do not insist on doing the exercise if one of the participants is afraid that the rotation may cause nausea.

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

"Burners". They play on the lawn, summer playground at least 20-30 m 15-25 people. Participants, divided into pairs, hold hands. The couples become one after the other in a string. Ahead, 3-5 m from the first pair, is the driver. Everyone speaks in unison:

Burn, burn bright.

To not go out.

Look at the sky

The birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky”, he looks up. At this time, the last dad separates his hands and goes forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching his hand before they join hands again. Whom the "burner" catches, with that becomes a couple in front of the string. The rest drives. If the "burner" did not catch anyone, he "burns" again - he catches the next pair.

The "burner" has no right to look back and peep. Otherwise, a couple prepared to run may exchange queues with another.

No one should start running before the word "ring" is spoken.

The "burner" can only catch the runners as long as they hold hands.

"Give me a synonym." The players become in a circle. The host takes turns throwing a ball to them and at the same time calls, say, some kind of adjective. The player who was hit by the ball must name a synonym and throw the ball to the leader. The game “Name the antonym!” is built in the same way.

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

"Trappers". Four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a slight distance from each other. All the rest join hands, forming a chain. They must move through the traps. By the cotton of the leader, the traps “slam”, i.e., the traps lower their hands. Those who are caught in the trap form pairs and also become traps.

Golden Gate

Missing not always

First time - goodbye

Second time - prohibited

And for the third time - we will not miss you.

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

"Invitation". One driver in a circle. He dances to the music and invites others to follow him. Everyone repeats after him. The music ends - everyone stands in a circle. Who did not have time - he leads.

"Lady Lei" Children around. 1 couple dancing inside. Cotton. The dancing couple disperses and invites a new partner, etc. The dance ends until all the players have danced with each other. It is forbidden to dance repeatedly with the same partner. Children forming a circle can move in place according to the music.

"Winks". Everyone stands in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He should look into the eyes of one of the first line players and wink. The one who winked runs from his place and stands behind the driver. But he may not be able to do this, because the second-line player is closely watching the driver and if he sees that they winked at his partner, 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 player of the second line did not react in time and did not have time to grab the first player, he becomes the leader.

"Atoms and Molecules". All players randomly move around the playground, at this moment they are all “atoms”. In a molecule, m. and 2, and 3, and 5 atoms. Players on the leader’s command will need to create a “molecule”, that is, grab each other. If the facilitator says: “The reaction goes on by three”, then 3 players are linked, etc. The signal for the molecules to break up again into individual atoms is the facilitator’s commands: “The reaction is over.” The signal for the return to the game of temporarily retired players is the command: 4 “The reaction goes one at a time”.

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

"Circle hunting". Divided into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposite team standing in front of him. Then, at the signal of the leader, the players standing in circles begin to move with side steps in different directions. On the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player in front of you. The leader counts to thirty, then says: “Stop!” - and counts those who are pissed off. Then the teams switch roles.

"Chase". The game is played by two teams. By lot, one is built in a line behind the start line, and the second - a few meters behind. At a distance of 20 m behind the start line, a second line is drawn, on which flags are set at intervals of 1.5-2 m. A small ball is placed 2 meters from each flag. At the signal of the leader, the players of both teams run forward. The players of the first team go around the flags and rush to the finish line, the players of the second team, bypassing the flags, grab the balls lying behind them and try to hit the fleeing ones with them. For each hit they get a point. After that, the teams switch roles.

“Salki on one leg. A leader is appointed - a tag, all the rest are freely placed on the site. Salka, jumping on one leg, tries to catch up and overpower the players, and they, too, jumping on one leg, dodge. If the tag caught up and touched the player, they switch roles. From time to time you can change the foot on which you jump, but it is forbidden to switch to running.

"Salki in pairs". There are two drivers who hold hands, like the players.

"Wolf in the ditch" In the middle of the playing area, a moat is drawn with two parallel lines 50-60 cm wide. There are two leading wolves in the moat. The rest of the playing goats are on one side of the moat. At a signal from the leader, the goats try to cross the moat in order to get to the other side of the site in the pasture. Wolves can only catch goats while in the moat (when the goats are jumping or when they are next to the moat). A goat that ran to the moat, but was afraid of the wolf and did not jump for three seconds, is considered to be caught. The salted ones step aside, they are counted, and they are included in the game again. Each time, the leader gives a signal to start the goats on the pasture. After two or three runs, new wolves are selected and the game is repeated. The goats that have never been caught win, and the wolves that have caught the most goats win.

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

"Leapfrog". Two teams compete in running with jumps over a partner standing with their heads tilted forward and hands on their hips. The numbers at the back start. As soon as the back in the column jumped over the last one, he runs forward and also jumps, etc. The distance is arbitrary.

Prototype development in Uncategorized and published on 15th March, 2015
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Leisure at the summer camp

Who will deliver the package faster

On the site, 2-3 routes are planned. A movement diagram is drawn up for each of them, on it the sections of movement are indicated in azimuth, landmarks, indicated by flags, branches, serifs on trees. To do this, the route is drawn on paper, divided into sections, the azimuth of each link is determined, and its length is measured in steps. At the starting point, each detachment is given a package and given the task of delivering it to the "headquarters" as quickly as possible. On command, the groups begin to move in parallel at a distance of 200-300 meters. The group that first reaches the destination and hands the package to the intermediary wins.

Note. The game can be played both for several squads and for groups of one squad.

frost

The leader is chosen. The game consists in the fact that, on a signal, all the players scatter in different directions, and the driver rushes after one of them in pursuit. His task is to squat someone, but this is not so easy to do, because he does not have the right to squat a player who squats down (you can’t squat for more than 15 seconds), as well as a player frozen in a motionless pose. The only thing that the driver can do with a "frozen" player is to make him move or laugh. At the same time, it is not allowed to touch the “frozen” with your hands, but you can tickle it with a blade of grass or something similar. Salted or "thawed" becomes the driver.

Dead zone

Tie the ends of a long rope. All children take this rope with both hands and form a circle, inside which another circle is drawn on the floor or on the ground, three times smaller. This is the "dead zone". At a signal, everyone begins to pull the rope towards themselves, trying to force the other players to enter into a small circle. Whoever gets there is out of the game. The game continues until there is only one player left.

The site is limited, two or three players join hands - they are a network. Their task is to catch fish, the task of the fish is not to get into the net. If the fish is still caught, it joins the net. The network should not be broken. The game continues until there are two or three fish left, which in the next horse become a net.

Catapult

Lay a plank 1–1.5 meters long across the log (like a swing). Place and attach a jar lid to one end. Put a tennis ball in it. The player abruptly steps on one end, causing the ball to fly into the air. Points are awarded to the one who manages to catch his ball.

Wolves in the ditch

A corridor (ditch) up to one meter wide is drawn on the site. A ditch can be drawn in a zigzag. In the moat there are drivers - "wolves" (2-3), the rest - "hares" - jump across the moat and try not to be tagged. If the “hare” was touched or stepped into the ditch, then the “hare” drops out or becomes a “wolf”. "Wolves" can touch the "hares" only while in the moat.

Cossack robbers

Children are divided into two teams: a team of Cossacks and a team of robbers. The robbers need to hide themselves in the agreed territory for a certain time and hide the treasure: some kind of toy, object, candy. After that, the Cossacks scatter around the yard in search of all the robbers and the treasure.

In order to confuse and confuse the Cossacks, the robbers are allowed to draw arrows on the fences, asphalt and walls. After a successful search, the teams change places.

Ball from the circle

There are two teams of ten people. For the game, a circle with a diameter of 20-25 meters is drawn. Inside it, a second circle is drawn with a diameter half that of the first.

Before the game, one team (by lot) is placed in a smaller circle, and the other moves away 10–12 meters away into a square drawn in advance. Here one of the players hides a small rubber ball in his pocket or in his bosom. After that, the players of the second team are arranged in a large circle. They keep their hands behind their backs, in their pockets or in their bosoms. Everyone tries to show that he has the ball. The player who has the ball hidden, after waiting for the right moment, throws the ball at one of the players of the first team. Whoever gets hit by the ball goes out of the circle. If the thrower misses the ball, he himself is out of the game. The loser from the first team can stay in the circle if he manages to pick up the ball and throw it at one of the players of the other team before they run into the square. When all players on one team are out of action, the game starts again. This time the ball is hidden by the winning team.

Three hundred

This game is played with a soccer ball in one goal. Two teams play, each with no more than four players. One team stands at the goal, and the players of the other team hit the goal from the 11-meter mark. While one of the players kicks, the rest of the players of this team stand near the goal and, if the ball from one of the players standing at the goal bounces into the field, they finish it off. Several players of the team may come out behind the ball bouncing into the field and try to take it away.

When all players have hit, the teams change places. Points are awarded for hitting the goal as follows:

- if the ball flies into the goal at a height below the waist and none of the players hits it, the kickers are given 50 points; - the same height, but someone touched the ball - 25 points; - if the ball flies at a height below the waist and none of the players hits it - 75 points, and if it hits - 50 points; - if the ball rebounds from one of the players standing in the goal and the kicking team still scores it, then 15 points are given.

The game is to score 300 points as quickly as possible. If the team has gone over points over 300, then extra points are calculated from 300.

If there are real football goals, then you can play up to 500 points, however, the following conditions are added:

- for hitting the bar - 50 points; - in the cross - 150 points; - in the crossbar - 100 points.

Ball on a leash

Dig a pole into the ground so that it is 3 meters high. Make a mark on the pole at a height of 2 meters. On the ground, draw a circle around the pole with a radius of 2 meters. Then divide it in half with a 5 meter line. The ball can be a tennis ball or any other soft ball wrapped in a net, for which a rope of 2.5 meters is tied to it. The other end of the rope is tied to the top of the pole. The game uses a tennis racket. You can also hit the ball with your hands. The task of the players is to wrap the rope around the pole above the 2-meter mark. Two players stand each on their own side, the boundaries of which are determined by a line of 5 meters. Both hit the ball, trying to twist the rope in different directions. You can't enter the circle.

Jungle

Players are divided into three equal teams, each of them has its own color of armbands. The territory in which the game will take place is negotiated. The host calls who is chasing whom, for example: red for green, green for blue, blue for red (there should be a ring), and sets the initial directions in which the teams scatter. Then the leader counts up to 20-30, and the game begins. The players of one team try to catch up and taunt the players of the team they are assigned to chase, and run away from the players of the third team, as they catch them. If the "predator" pissed off his victim, then the victim gives up his bandage and is out of the game. The players give the collected bandages to the leader if they run past him. The leader of the collected armbands counts the number of "live" players in each of the teams.

1st option: the team that catches all its "victims" faster wins. 2nd option: the team that remains “alive” wins - this happens when this team has no enemies left (at the same time, the tactics of the game are expectant: you can’t immediately “kill all your victims”, as they are chasing enemies).

Round lapta

Players of one team, standing on both sides of the court, salute the players of the other team running in the middle with the ball. You need to throw the ball at your feet, and jump over the ball - legs apart. Salted out of the game. Then the teams change places.

Football bowling

From a distance of 8-12 meters, the players kick a soccer ball at the established 10 pins or plastic bottles. The score is kept like in a regular bowling alley.

Any playground or gym is suitable for this game. On one side, draw a line of 15 meters, which will indicate the "home" of the team, parallel to it at 7 meters - another line. Then at a distance of 25-30 meters - the farthest line.

The players are divided into 2 teams. One of them is in the "field", the other hits the ball. The first player himself throws the ball up and hits it with his hand or fist. After hitting the ball, he must run to the far line and return "home", trying to do this so that the opposing team does not hit him with the ball. If he fails to throw the ball over the 7 meter line, he is given a second attempt. If he fails to do it a second time, he passes the ball to a player of his team.

The members of the team in the "field" do not have a fixed position and can move freely around the court behind the 7-meter line. They must hit a running player from the other team with the ball, but they are not allowed to take more than one step with the ball nor hold it for more than 3 seconds. They can pass the ball to each other so that someone can throw at a closer distance at a running opponent who cannot run beyond the area limited by the ends of the lines.

Determine in advance the number of attempts that the team should make. The team that manages to run the most players wins.

2 teams play on the football field. The field is divided into two parts. Each of the teams has a flag, at first it stands in the place of the gate in its zone. Players try to run into the "enemy" territory, grab the flag and take it to their territory. But on the “enemy” territory, they can be tagged by the players of the other team, while the tagged player stands still and waits for the players from his team to rescue (touch) him. If the player ran with the flag and was tagged, he sticks the flag into the ground in the place where he was caught. Players are not allowed to touch their flag and come closer than 2 steps to it. The flag can be constantly guarded, but not more than 1-2 people. The first team to bring the opponent's flag to their territory wins.

Don't miss

The players form a circle. The leader goes to the middle. The guys in a circle throw the ball between themselves, choosing a convenient moment to tarnish the driver. The driver must dodge all the time so that they cannot overpower him. If the player hit the driver, then he goes to the center of the circle, and the driver takes his place. If the player misses, he gets down on one knee and in this position continues to catch and throw the ball at the driver. In case of a second miss, he gets down on two knees and continues the game in this position. If, throwing the ball at the driver, the player misses the third time, he is out of the game. If he hits, he gets down on one knee again and continues the game. In the event of a secondary hit, he has the right to continue the game standing up. The game lasts 20-30 minutes. The winner is the player who lasts the longest.

Surveillance

Training. For the game to be successful, preliminary preparation is necessary. The organizers of the game should come up with about 20 suspicious actions that they will have to perform, for example: write down the car number in a notebook, shine a flashlight on the house number, or road sign, stop a passerby and ask for directions, signal someone with a flashlight, hide a coin in a hollow tree, check the clock with the city clock, etc. These can be any other atypical actions. It is also necessary to clearly agree on the time for the teams to return from the game to the starting place.

Game progress. Before the start of the game, each team is given a sheet with a description of the "suspicious person", which must be tracked and reported on all suspicious activities. In addition, coordinates are given where this person can be found and where she was seen in last time. Each team needs to locate this person, follow him in a way that does not arouse suspicion, and record any suspicious activity. Each organizer, playing the role of a suspicious type, waits a certain time for the team to have the opportunity to “detect” him, and begins to carry out his suspicious actions. All teams and "suspicious persons" return to the detachment place at a prearranged time.

Scoring is carried out as follows: 1 point for each suspicious activity noticed; 1 additional point for valuable additions, explanations for a suspicious action; minus 1 point for each instance of overt surveillance of a person that themselves aroused suspicion.

step fast

The driver becomes on one side of the site, and all the other children are on the other side, in their “house”, marked with a line. The driver turns his back to the children and says, covering his face with his hands:

Walk fast, don't yawn, one, two, three,

Stop! While these words are sounding, all the players leave the "house" and go towards the driver, trying to get closer to him, but with a step, not a run. After the command "Stop!" everyone stops, and the driver turns to face them. If the driver noticed someone in motion, he sends him back to the "house". The game continues and repeats until one of the players manages to get closer to the driver. After that, all the players run to the "house", and the driver tries to knock someone down. If he succeeds, he becomes a player, and the player becomes a driver. The game is repeated several times and those guys who have never been caught are marked.

Note. You need to start moving from “home” only according to the words “walk fast”. Violators return "home" and start all over again.

certain place

Somewhere in the school area, put a note under a large stone. In the note, write: “You found this place. Bring the note to me."

Then write down landmarks that can help you find the place (power lines, road, spring, well, broken tree, road sign, etc.).

The task of each team is to be the first to find this place. The direction of the search may not be known, so they will have to scan a large enough area to find the suggested landmarks. Having found the first landmark, they continue their search. The main thing is to think carefully about the tasks, and the first landmark should be the most difficult.

The game is played in a familiar area wooded area an area of ​​about 1 square kilometer. Two leaders are chosen. Each of them receives an item (“treasure”), which he must hide within 10-15 minutes at a distance of no more than 300 meters from the location of the detachment. Moreover, the guys know the type of "treasure" - a box, a bag, a plate, etc. And then they go in search. Whoever finds the "treasure" is considered the winner. Drivers change, the game can continue.

Note. "Treasure" can be hidden not only on the ground, but also on trees, in bushes. You can not bury the "treasure", but you can mask it.

Deer hunting

From among the players, a “deer” is selected, which runs into the forest.

On the way, he scatters noticeable, predetermined objects: scraps of paper, ropes, pebbles, etc. Moreover, while running away, the “deer” tries in every possible way to confuse the tracks. In the footsteps of the "deer" after 10 minutes, "dogs" rush. Their task is to find the hidden “deer” and hit it with a cone or a snowball. "Dogs" can only use three shots. If they miss, they are out of the game. The duration of the game is agreed in advance.

Steal the banner

The players are divided into two teams with equal strength. Each team has its own banner, which is hidden in a predetermined territory. The playing field is divided in such a way that both banners are at the same distance from the border. The task of the teams is to take the banner of the enemy to their territory. If the player is spotted on the territory of the enemy, then he remains in this place until the moment when a player from his team rescues him (stains). The game is stopped on command.

Summer outdoor games for children of senior preschool and primary school age

Day and night

Purpose of the game

Game progress: All players are divided into 2 teams. Some are the team of the Night, others are the team of the Day. There are two lines on the playing field. Each team lines up at their own line. At the command of the host "Night!" - the Night team catches the players of the other team and takes them to itself. On command "Day!" - the right to catch passes to the other team. The team with the most by the end of the game wins.

Special remarks: Tagged players are transferred to the opposing team.

Gnome and children

Purpose of the game: development of communicative and creativity, figurative thinking.

Game progress: all players are children. One player is a "dwarf". The children move away from the "gnome" and agree that they will show him so that he does not hear. Then they approach the "dwarf" and say:

- Hello, Gnome!

You have a beautiful house

Big white beard.

We came here to visit!

- Hello children!

Where have you been walking?

What did they see?

- We won't tell you.

We'll show you!

After these words, the children make those movements that they agreed on in advance. When the "gnome" guesses, he tries to catch one of the children in order to take him to the underworld. The children run away.

Special remarks: "gnome" chooses to replace the most dexterous and fastest player, in his opinion.

Carousel

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

Game progress: Players become pairs, facing the center, forming 2 circles.

Arrangement of children in circles

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

The game begins with the words of the leader:

- There's fun in the square.

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

- The carousels are running.

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

And the people buzz like a bumblebee

Ah, what a carousel!

All players repeat the previous moves. After that, the children standing in the outer circle turn to the right and stretch their right arms to the sides, and put their left hands on the right hands of the players standing in the inner circle. The players in the inner circle hold hands tightly.

After that, both circles move slowly at first, and then faster and faster under the words of the host:

Barely, barely, barely

The carousels started spinning.

And then around, around,

Everyone run, run, run.

All players move in a circle. The host says:

Hush, hush, don't rush

Stop the carousel.

Players slow down and begin to walk slowly to the appropriate words of the host:

One and two, one and two

Here the game is over.

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

Special remarks: words can be spoken in unison by all players.

Flower garden

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

Game progress: each player chooses the name of a flower: rose, tulip, daisy, carnation, etc. Each player has his own flower. Starts the game "Rose". She names any flower, for example a tulip. "Tulip" runs away from "rose". When the "rose" overtakes him, he must have time to name another flower, and he is now running away from the "tulip".

Special remarks: The caught player changes the name of their flower and returns to the game. The one who has never been caught wins.

bees in the garden

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

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

Who is in the garden? Who is in the garden?

Bee in the rose garden.

At the same time, children are "trees" standing in big circle, go in one direction, and the "bees" - in the other. Everyone says:

- Crawl, bee, from twig to twig, from twig to twig, from leaf to leaf.

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

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

Flowers and animals

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

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

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

flower sellers

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

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

— Hey, my friend, sell the flower!

- Buy!

- How much money should I give you?

- Give me three!

The “buyer” 3 times (or as many as the “seller” called, but not more than 5) touches the flower with the hand of the “seller”, and they start running in a circle in different directions. The circle is run around as many times as the "seller" called. Who will reach the fastest free space, he becomes the "seller", the second player - the "buyer".

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

Jumping Grasshoppers

Purpose of the game: development of motor abilities.

Attributes: eye patches.

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

Special remarks: the team of "grasshoppers" wins, in which more children were able to jump over the ditch without stepping on the line.

Grandfather gardener and children

Purpose of the game: development of motor, creative and communicative abilities, figurative thinking.

Game progress: the players are divided into 2 teams and line up, one is headed by the "grandfather-gardener", and the other is the captain of the children's team. The captain addresses the "grandfather-gardener": "Grandfather, grandfather, are the grapes ripe?" - “I have ripened in time, but not for you!” “And what should be done so that you treat us too?” - "Come by train!" A team of children, led by the captain, holding hands, depicts the sounds and movements of the train. All of them pass under the hands of the "gardener" and the player closest to him from his team.

The last player, without letting go of the "gardener's" hand, lets all the children through, and turns after them, his arms cross in front.

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

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

Special remarks: during the entire game you can not give up and leave the row. Questions should be answered in unison and tasks should be completed together.

Cossacks - robbers

Purpose of the game: development of motor, communicative abilities.

Attributes: black bandanas, several colored ribbons.

Game progress: the game is recommended to be played in open areas, preferably on forest edges or clearings. Players are divided into 2 teams - "Cossacks" and "robbers". In a certain place there is an outpost of "Cossacks". The "robbers" tie bandanas, take colored ribbons and run away. "Cossacks" after a certain time go to catch "robbers". "Robbers", running away, with colored ribbons tied on bushes or trees, mark their path. "Cossacks" catch "robbers" and bring them to their outpost. The game continues until all or most of the "robbers" have been caught.

Special notes: bandanas are removed from the captured robbers.

The king and his subjects

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

Game progress: two parallel lines are drawn on the playing field at a distance of 20 steps from one another. One of the players is the “king”, all the rest are his “subjects”. "King" stands behind one line, "subjects" behind another. There is a conversation going on:

Hello great king!

- Hello people! Who are you?

We are your subjects!

— What can you do?

- Any job.

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

Special notes: the "subjects" run away only after the "king" guesses the work they are doing. All losers go over to the side of the "king".

Shepherd, wolf and sheep

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

Game progress: the players choose "shepherd" and "wolf". All the rest are "sheep". The "wolf" has a house in the forest, and the "sheep" has two houses at opposite ends of the site. Sheep cry:

Shepherd, shepherd,

Play the horn!

The grass is soft

dew sweet,

Drive the herd into the field

Get free!

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

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

Special notes:"sheep" must run to their home. The “shepherd” cannot push the “wolf”, but only drive it away with his hands. The "wolf" takes the captured "sheep" by the hand and leads it to its lair.

Squirrels and bear

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

Game progress: all players are "squirrels", one is a "bear". Along the edges of the site designate 2 houses. 2-3 chairs or game stands are placed around the site. "Squirrels" run out of their houses and frolic all over the playground. "Bear" is trying to overpower them. During the game, the "squirrels" can run into their houses or climb on the pedestals - "trees" where the "bear" cannot reach them.

Special remarks: if the "bear" taunted one of the squirrels, then she becomes a "bear", and the "bear" takes its place among the "squirrels".

Bears and sandals

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

Attributes: 6 pairs of bast shoes.

Game progress: bast shoes are placed in a circle. 7 “bears” players move in a circle to the music.

Game fragment

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

Special remarks: players put on their bast shoes only at the end of the music. Players must move to the music in a circle behind bast shoes, depicting bears.

Bears and ball

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

Attributes: medium sized rubber ball.

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

All educators know that children learn best through play. Therefore, the whole studying proccess you need to build in such a way that they are just interested. But it should also be noted that during the rest the child must explore the world and gain new knowledge. In this article, I would like to consider various competitions in the camp for children: funny, moving, but most importantly, educational.

Competition "Who can count better"

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

Competition "Artist, or Like a chicken paw"

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

Competition "Crocodile"

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

Competition "Chefs"

You also need to remember that competitions in the camp for children should also teach children something useful. That's what this competition is all about. For him, the children are divided into two teams, one of which "cooks" the soup, the other compote. That is, participants should take turns naming vegetables or fruits. And so, until one team does not know what to say. Alternatively, it could be a competition of captains, where not the whole team, but only one person will name vegetables and fruits.

Looking for treasure

picking up interesting contests for children in the camp, you need to remember to organize a game for the guys called "Treasure Hunt". To do this, you need to hide the treasure in a certain area and hang out clues that should help the players move forward. As a result, the winner is the team that found the treasure before the others. Attention: this competition requires the presence of adults as well. After all, it is best to hide treasures somewhere in the forest.

Animals

What other competitions are there for children in the camp? Merry! Yes, you can just fool around. To do this, the guys are divided into two teams. The players of one - meow, the other - grunt. Then everyone is blindfolded, the children mix with each other. Purpose of the game: with your eyes closed, find all the members of your team, as a result, holding hands along the chain.

Competition for mindfulness

This is an individual competition. That is, everyone plays for himself here. Although as a result, the winner can also represent the entire team. So, all the children stand in a row. When the host says "sea" - everyone should jump forward, "land" - back. Also, the host can say “water”, “river”, “lake” and so on, that is, everything that relates to water. And the same with dry land. Variations: "shore", "land", "sand". Those children who jump incorrectly are out of the game. One person must remain, who will bring the winning ball to his team.

Portrait

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

Prize

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

Young sculptors

There are also very funny contests at a summer camp for children. For example, all the kids will definitely like the Sculptor game. The props here are simple: balls and adhesive tape. From inflated balloons, you need to glue a man or a woman so that it looks like the original as much as possible. Further, you will have to explain your creation, so the most fun will be yet to come.

Sports competition "Marine"

You can play this game in the gym, which, by the way, will be even better. Here - every man for himself. An admiral is chosen, that is, the commander-in-chief of the ship. He will issue orders that the players must obey.

  • "Starboard!" - all the kids run to the right wall.
  • "Left side!" - the guys run to the left wall.
  • "Feed" - the children go to the back wall.
  • "Nose" - to the front.
  • "Raise the sails!" After this command, everyone should immediately stop and raise their hands up.
  • "Scrub the deck!" In this case, all the children pretend to wash the floor.
  • "Cannonball!" After this command, all children squat.
  • "Admiral on board!" In this case, the children should freeze and "salute" the commander in chief.

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

Fill up the mammoth

There are also very funny and at the same time sports competitions for children in the camp. This game is more suitable for younger teams. To do this, you need to imagine that the whole team is a tribe. The counselor chooses a mammoth, that is, the one who needs to be thrown onto the nearest bed or mat. Basically, there are no winners. But you can try to time how long this or that mammoth will last.

Accuracy game

You need to choose those games, competitions for children in the summer camp, which the kids really, really like. So, the guys love the following fun, which also develops accuracy. To do this, you need to put a plate with sand or flour on the chair. All the children take turns throwing a coin or a bottle cap there, being at a certain distance. The team with the most items in their bowl wins.

Paper games

If there is no way to go outside and even to the gym, you can keep yourself busy with a very fun and simple game. To do this, all participants are given a piece of paper and a pen. One long word is selected, from which participants need to add many small ones. There can be two winners here. One - who put together the most words. The other one is long word folded the longest.

You can also play the good old Sea Battle.

If you are very bored

What other competitions can there be for children in the camp day stay? Why not start the day with Have a good mood? To do this, all the children sit in a row, and each one says a compliment to his friend or wishes something good. It can also make a funny face.

Make a mummy

The kids also really like the competition game, the purpose of which is to make a mummy out of a person with the help of toilet paper. That is, you need to wrap the player in such a way that he looks like her as much as possible. The winner is the one whose mummy is more like the audience.

As a small conclusion, I would like to say that when choosing games, quizzes, contests for children in the camp, you need to take into account not only the age of the kids, but also their interests. After all, different children need to work in completely different ways. Someone needs more sports competitions, someone - fun, and someone - intellectual.