Card file of the Kuban games. Card file on the topic: Card file of the Kuban folk games

Oksana Guseva
Kuban folk games

game folklore Kuban characterized by a pronounced labor and military-applied orientation. Cossack games are distinguished by historical and everyday content, humor, resourcefulness, good nature and ingenuity.

A noticeable impact on games rendered the historically established features of the national cultures of the multilingual population Kuban. Many of the games that reflected everyday customs and rituals are a thing of the past. However, we must not allow the wonderful games are forgotten, got lost. After all games not just children's fun - it is a life-giving source of thinking, noble feelings and aspirations.

« Kubanka»

(cossack hat)

Options games:

Playing children, on command, throw up their hats - Kubanka. Who the kubanka is thrown higher(falls last, he wins. Players sit in a circle (20-30 people) through one, on the head Kubanka. At the leading hands too Kubanka. He is in the center of the circle. As soon as the leader puts on a hat to one of the players without Kubanka, those sitting next to them should transmit from their heads to those who are without Kuban, their hats on a chain (there is a shift headwear). Where there are two cubans will be near(i.e. one person, the player goes out of the circle, so you need to pass as quickly as possible.

To start games you need to choose a driver who is invisible to the players (2 teams of 8 people) hides Cuban anywhere. At the signal of the driver, everyone will search Kubanka. Who finds Kubanka, screaming "There is" and tries to take it to a predetermined place. He is helped by the players of his team, and the players of the other team try to select Kubanka. Kubanka can be passed to your team, but not re-rolled. Whose team will put Kubanka to the appointed place, she won.

"Bryl"

(high-brimmed straw hat)

The players sit in a circle. Another circle is drawn in the center of the circle at a distance of 5-6 cm from the edge. At the command of the leader "Sun" Everyone covers their eyes with their hands. To one of the players, the presenter puts Bryl on his head and immediately says "Shadow". Everyone opens their eyes. The one with the bryl on his head, on command, runs to the center of the circle. Other players should not be allowed into the inner circle. If he ran into the center - he is the leader, if he did not have time - he leaves games.

"Topolek"

Participate in the game: leading - "poplar", players - "fluff", 3 players - "winds". In the center of the site in a circle with a diameter of 2 meters stands the leader "poplar", circles around it "fluff" around the circle at any distance. Leading:

"On the Kuban spring has come, fluffed poplars! Poplar fluff swirls, but does not fall on the ground. Blow winds from the steep, strong, mighty!

After these words fly "winds" and "carry away" (i.e. catch) "fluff". "Fluffs" rush in a circle to "poplar". Outside the circle, they are inaccessible. The caught fluffs become "winds". Those who win who stayed near the poplar.

« Kubanka»

Everyone sits in a circle Kubankas are put on through one. Under

quickly remove the music from yourself and put it on your neighbor. The music stopped - the game stopped. That one wins who has no head Kubanka.

"Koniki"

Conducted as a relay race. All the horses ride on the whistle of the ataman in a race to the wattle fence, on which the hat hangs. On a way - obstacles: moat, water, etc. The one who takes the hat first wins.

"Sunflowers"

Players - sunflowers stand in several rows. One is a farmer, he stands aside and remembers who is where. On command "Sun!" the farmer leaves, the sunflowers change places. Then a counting rhyme sounds, by the end of it the farmer must show who stood how. Considers leading:

"The sun is shining, the rain is falling,

The seed grows and grows.

A sprout reaches for the sun

Thin, thin stem.

The sky is all around,

The sun shines without blinking.

Farmer, don't yawn

Guess the changes!"

"Cockerel"

All the children are sitting, the leader of the counting rhyme removes one player, he becomes his back to everyone. Among the rest, Cockerel is appointed. Leading He speaks: “In the morning, someone chases demons, sleeps sonorous songs, disturbs the Cossack’s sleep and screams.” Cockerel: "Crow!" The chosen one guesses who screamed.

"Ducks"

The players become in a circle. One of them is called a drake and the other a duck. The duck stands in a circle, and the drake catches it. Playing at the same time sing: “Kirya duck, across the summer field, sleep, drake, follow her. Quick, quick, it’s not enough for a child to squeak, to want to.” The duck is freely let through, and the drake is tried to be held back.

"Don't Borrow"

(Dont touch me)

10-15 people take part in the game. All participants games except for two drivers, scatter around the site. Drivers hold each other's hands. They try to catch one of the players. The players running away shout: "Don't borrow!" The one around whom the leaders have closed their hands is considered to be caught, then this player joins the leaders. Now three are catching, forming one chain. So the chain of drivers gradually increases. When all the players are in this chain, the game ends.

"Morgushki"

The girls sit in a circle. Behind every girl, there is a guy. There is a chair in front of one of the guys driving. He looks around at all the girls sitting and blinks at one of them imperceptibly. She must quickly take free place and the guy behind her. should keep her. If he did not manage to keep his girlfriend, then he becomes the driver.

"Herd"

The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. Sheep call out loud shepherd:

“Shepherd, shepherd, play the horn!

The grass is soft, the dew is sweet,

Drive the herd into the field, take a walk in the wild!

The shepherd drives out the sheep, they walk, run, jump, nibble grass. On signal "Wolf"- all the sheep run into the house on the opposite side of the site. The shepherd protects the sheep. Whom the wolf has caught, comes out of games.

"Drag"

The center of the site is marked with chalk. Lines are drawn on both sides of the site at a distance of 5 m, behind which two teams of players line up in a column but one.

At the signal, each group, turning sideways, goes towards each other. Clutching with their arms bent at the elbows, the players of each team pull in their direction, trying to break the opponent’s chain, that is, to pull the opponent over a predetermined line. Who pulled, he and wins.

Children should not intentionally break their hands, interfere with others, cause players to fall.

"Poppy"

Players stand in a circle shoulder to shoulder. One of them in the middle of the circle is a gardener. He sings:

“Oh, poppy on the mountain,

Under the mountain!”

The players join hands and, stepping back, increase the circle by the width of their arms laid aside. On the the words:

"Poppies, poppies, poppies,

Golden Heads!

all participants take a step in place, waving their arms back and forth. On the the words:

"Become you like a poppy on the mountain"

everyone squats and shows with their arms outstretched in front of their chests what a poppy has grown. Then standing ask:

"Gardener, gardener,

Did you water the poppy?

The gardener answers: "Watered".

To the chorus:

"Poppies, poppies, poppies,

Golden Heads!

everyone takes a step in place, waving their arms, while the gardener walks around

in the middle of the circle and mimics the action of poppy watering. On the the words:

“Stand like this.

Like a poppy on the mountain"

all standing show how grown poppy: raise arms to the sides, palms

turn up, fingers slightly bent - imitate a poppy flower.

To the chorus:

"Poppies, poppies, poppies,

Golden Heads!

all the players lower their hands and take a step in place, waving their arms.

Then they ask:

"Gardener, gardener,

Did the poppy ripen?

The gardener answers:

"Rapture!"

All participants games they repeat the song from the beginning, narrow the circle with small steps, join hands and slowly raise their hands up. On the the words: "Stand like this!"- show how ripe the poppy head is.

Movements are performed in accordance with the lyrics of the song.

"Kauny"

A line is drawn at one end of the site. it melon, beyond the line, at a distance of 2-3 steps from it, "watchman's hut". On the opposite side of the site is indicated by a line "children's house". The caretaker is selected. The rest of the players are children.

When "watchman falls asleep", the children are heading to the melon with words: We steal, we steal kaunas,

We are not afraid of grandfather

Grandfather us with a stick - we are his wheelchair

The watchman wakes up, the children run "home" and he catches up with them. Caught by the watchman takes away to the side of the hut.

teacher of physical education, MOU NOSH No. 12 "Harmony"

With all our desire, we will not find a period in the history of mankind when people would not play. Games associated with running, jumping, various balls, balls, harnesses, sticks, throwing tools did not accidentally arise in the most ancient times and have remained to this day - they contribute to the correct formation of the body in childhood and keep it in shape throughout life.

he very accurately noted that in the future, the playing person “will tie up associations of ideas and strings of these associations, which over time ... will connect into one vast network that will determine the character and direction of a person.” Game folklore is one of the forms of introducing the younger generation to traditional culture. Folk games and amusements are very diverse and serve not only mental and physical development, but also aesthetic, labor education.

The folk game has the whole set of necessary means for the formation of a person, a citizen. The game turns out to be a means that has a versatile, complex effect on the development of the culture of the players. It is necessary to familiarize children with playing folklore as an effective means of not only organizing leisure activities, but also preserving traditional culture, on the basis of which the foundation of aesthetic and moral ideals is laid. Children's folklore is its own special system of values. Game folklore includes games, fun, counting rhymes, incantations, etc. The need for education and the formation of role-playing activities led to the division of games not only into girlish and youthful, but even into male and female. Folk games are interesting from a historical, ethnographic point of view. In songs and games, times long gone are remembered; often the dramatic content of the life of the people is transmitted, and thus, the latter, as it were, is reflected in songs and games. A truly folk game, historically traditional, differs from alien, borrowed ones, which at the same time expresses how the people live and prepares children for adulthood.

No less significant are joint games, fun, as an important component communication between adults and children. This is necessary for the correct development of only the formative personality, emotions, communication skills. They cannot be compensated by other types of play activities.

In the daytime, the village street served as a place for children's games and entertainment. Children and adolescents were grouped in companies along the edges (according to the territorial principle). Children from five to seven years of age, who performed feasible work, devoted their free time to games. Boys were brought up much more strictly than girls, and his life with early age filled with work and learning. From the age of 5, the boys worked with their parents in the field: they drove oxen to plow, graze sheep and other livestock. But there was still time to play. And the godfather. both the ataman and the old men made sure that the little boy was “not stopped by”, so that they were allowed to play. But the games themselves were such that in them the Cossack learned either work or martial arts. The boys, hung with wooden guns and daggers, portrayed the army. As a rule, the battle ended with the victory of the Russians.

One of my favorites was ancient game shepherds - dziga, or head over heels, which was played from morning to evening. A specially made toy, similar to both a bobbin of thread and a spinning top, was whipped with whips. The conditions were very different: trying not to drop, they drove a jigs along the route, they raced. Special masters managed to make amazing numbers with head over heels, tossing it in the air or hitting it with a target many meters away. There were team competitions, there were fights - when the jigs of opponents were knocked down. Despite the fact that adults considered “driving head over heels” an empty occupation, it was it that developed the eye, reaction, dexterity, endurance, and simply taught shepherd's possession of a whip and combat ability to handle a whip.

The sons of Cossack officers were given less time for children's games than the sons of ordinary Cossacks. As a rule, from the age of 5-7, their fathers took them to replaceable hundreds, regiments and took them with them to the service, and even to the war.

Girls preferred to deal with dolls. Girls started working at a very early age. Dragging her mother around the house with a “tail”, she participated in all the work: she washed, mopped the floors, put patches, sewed on buttons. From the age of 5 she learned to embroider, sew, knit and crochet - every Cossack woman knew how to do this. It was done in the game. Sheathed dolls, and studied for life.

There was also a special job - to nurse the younger ones. A three-year-old brother could be nursed by a five-year-old sister, and a three-year-old could be nursed by a one-year-old. Five-year-olds were already given to nannies "into people".

Admission to school - important point in a child's life. In the Kuban there was a very interesting rite initiation into students, in which there are elements of the game and competition. The schoolboy came to school in festive clothes with a large pot of porridge. They lay on the surface of the pot. gifts for the mentor: a piece of silk and a copper key to the doors of literacy - copper money. Having accepted the gifts and raised the student by the ears above the table with the wishes “to grow up like this”, the teacher ordered the students to close the books. He put down the porridge and lowered the spoon into it. The porridge was eaten very carefully by the students, because the teacher punished each dropped grain with a whip. After eating, the teacher left the school with the students. An empty pot was hung on the highest stake. Then with sticks from a distance indicated by the teacher, they broke the vessel. After that, the shards were picked up, and whoever managed to pick up more of them was awarded the approval and praise of the teacher. The shards flew into the air, one higher than the other. After all this, the guys were considered initiated as students.

The children played different games. Playing with toys stood out (Chushki, Tsurki, Tsar); without toys, often accompanied by singing (Fire, I'm burning, I'm burning, stump, Kostroma, Bees); symbolic games (Sun and Luna, Kite Cossacks, Quail). In addition to games, there were other amusements: slides, skates, balls, swings.

So, let's move on to the description of the games that were played in the Kuban villages. Many games have the same op rules, but have different names. In some games, the conditions differed slightly.

For three hundred years in the Kuban, among the Cossacks, original folk games were popular, passed down from generation to generation. Not a single even the most modest holiday could do without them. Whole groups of children and adolescents were involved in the game, who competed in strength, dexterity, speed, and accuracy. Due to the fact that the games were usually held on the street, on fresh air, it promoted health.

The folk games that existed in the Kuban arose freely, their duration was not regulated. Elementary Rules between the players, the requirements for the performance of motor tasks were formed by the general agreement of the participants in the game, who each time set themselves where and how they would play, where they could run away, how many people the driver should catch, how to rescue those caught, etc. The selection rules were also established leading (appointment at the request of the players, with the help of counting rhymes, etc.).

Analysis of historical and ethnographic materials, scientific and methodological literature, data from questionnaire surveys of parents and students made it possible to form the following requirements for the content of gaming classes using Kuban Cossack games.

The relationship of the Kuban Cossack games and the methods of already adopted educational programs

Compliance of Cossack games with pedagogical tasks, conditions for conducting training sessions on the physical education of students, the level of physical development and physical training playing.

Fulfillment of the specified requirements will allow achieving a more complete and high-quality implementation of the regional component of the curriculum for physical education of schoolchildren. Introduce students to the life and traditions of the Cossacks.

One of the important conditions for the successful implementation of Cossack outdoor games in the educational process is their effective implementation. The task of the teacher is to skillfully present the game, creating the necessary mood among the students. Folk Cossack games do not require a special equipped place: you can play on an open area, lawn, gym. For games, as a rule, special sports equipment is not needed either. In addition to balls, jump ropes, gymnastic sticks you can use improvised material (pebbles, sticks, ropes, sandbags). Inventory can be made by hand.

Explanation of games should be short, understandable and descriptive. It is necessary to adhere to a presentation plan, including the name of the game, rules, goals, the role of the participants, the course of the game. The story is recommended to be combined with the show. During the game great importance have counting rhymes, recitatives. They make it possible to quickly organize the players, divide them into teams, and set them up for an objective choice of drivers. The duration of the games depends on the level of physical fitness of the students.

Kuban Cossack games and fun can be divided into three types: games with objects (toys, balls, sticks, etc.); games without objects and symbolic games. It is recommended to play games with musical accompaniment(songs of the Kuban Cossacks).

Kuban Cossack games

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Sun: The sun is shining!

All: - It's raining!

Sun: - Seed!

All things grows! Grows!

Sun: - A sprout reaches for the sun!

All: - Thin, thin stalk!

Sun: - The whole sky is running around,

All: - The sun shines without blinking.

Sun: - Farmer do not yawn!

All: - Guess the changes!

The game of "bright"

(Kanevskaya village)

Only boys played. On a flat platform, each player, strictly on one straight line, at a distance of the width of the ball, made with his bare foot - the heel of the "bright" - a small depression in the ground. Everyone remembered their "bright". The first leader was chosen. All the rest stood in a line, approximately opposite their “bright”. The leader rolled the ball so that it hit someone's "bright". If the ball did not hit the target, the leader continued to roll again. If the ball hit the "yarka", everyone quickly scattered, and the owner of the "yarka" had to grab the ball and hit one of the players. If he missed, he became the leader; if he hit, the one who was hit by the ball became the leader. Kon - the territory of the game, specially stipulated in advance. There was no winner here, but the one who was less leading was considered the best player.

Game options: instead of "bright" you can use arcs, rings.

Don't block (don't touch me)

10-15 people take part in the game. All participants in the game, except for two drivers, scatter around the site. Drivers hold each other's hands. They try to catch one of the players. The players, running away, shout: "Don't cover it!". The one around whom the players have closed their hands is considered to be caught. This player joins the drivers. Now three catch, forming a chain. So the chain of drivers gradually increases. When all players are in this chain, the game ends.

horses". A strong cord 6-7 meters long is tied to them. The cord from the cart of each "horse" goes to the reel held by the "jockey" at the finish line. The rest of the participants are given an equal number of rings of different colors - each team has its own color. On a signal the leading participants lead their horses to the finish line - who is faster. Those standing in the ranks must have time to throw their rings around the neck of the opponent's horse. The winner is the team that first came to the finish line and threw the largest number rings. Rings cannot be broken.

Bryl - wide-brimmed straw hat

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COMPETITION "KUBANochka"

"Don't forget the advice: Be persistent!"

1. "Cast iron" - who will quickly carry an empty cast iron on a grip to the stove and install it in the stove.

2. "Spinning wheel" - who will wind the ball of wool faster.

3. "Basket" - who will quickly collect the scattered apples in a basket.

4. "Sheaf" - who will tie the sheaf faster and better.

5. "Kuban borscht" - list the main components of the Kuban borscht.

6. "Wreath" - who is better, more beautiful weave a wreath.

7. "Dance" - who will dance better and longer.

8. "chastushka" - who better compose and sing a ditty on a given topic.

9. "Towel" - paint a strip of paper with a Kuban pattern - a towel.

10. "Toy" - make a toy from an improvised mat

"At Kutsey Baba" (Kanevskaya village)

Kids and children played, although there could be the most unexpected changes: mother played, or elder sister. One player was blindfolded and placed near the wall in the room. It was "KUTSA BABA". The following dialogue took place between the players and Baba:

Babo. Babo! Are you standing?

To the stones.

What are you selling?

Catch the girls (lads) that we are, that we climb on the benches!

And together they scattered around the room, and Baba had to catch someone. If Baba came to the window or the stove, everyone shouted: “Babo, heat!”, Warning her from trouble. If Baba caught a player, he became Baba and the game continued.

By counting rhyme they chose "KUTSA BABU"

Rhythm: 1. Straw - chaff.

Dyshlo - out.

2. Oak to oak,

Zirka ruba,

Oak - zhmur.

COMPETITION "KAZACHOK"

"Strength, dexterity test. Lost - do not lose heart!"

1. "Collar" - who will harness the horse correctly and quickly.

2. "Sentinel" - the player remembers the location of objects, in his absence the objects are swapped. He must find and indicate these changes.

3. "Cart" - the players are harnessed to the "cart" and run in a race with an opponent.

4. "Wattle" - who will jump over the wattle fence.

5. "Fisherman" - you need to catch floating fish on a hook (toys from a barrel).

6. "Sharp shooter" - "shooter" must score the most points when shooting at the target.

7. "Strongman" - strength is measured with a dynamometer.

8. "Master" - who is better at weaving a basket.

9. "Dance" - who will dance better.
Yu "Komshshment" - who will say the best complement.
11. "Balabolka" - who better to tell a fable.

The girls sit in a circle. Behind each of the girls is a guy. There is a chair in front of one of the guys leading. He looks around at all the girls sitting and blinks imperceptibly at one of them, she should quickly take an empty seat. The guy behind her has to hold her back. If he did not manage to keep his girlfriend, then he becomes the driver

The facilitator removes one of the players from the circle, appoints a “cockerel” among the remaining ones, who, after the words of the facilitator:

"Who's driving the devil in the morning?"

Does he sing loud songs?

Sleep prevents the Cossack

And he screams ... (ku - ka - re - ku) ”must crow. The player outside the circle must guess who was the "cockerel" by voice.

BRAGGINGS

The participants are divided into two teams. Stand in two lines facing each other. Then they converge on the middle line and, without turning, line up in one line so that each player of one team takes a place between two players of the other team.

Participants of the game take each other's hands. On a signal, "reinforcements" begin - each team tries to pull all the opponents over the extreme line where they used to stand. The team that manages to do it wins.

If the chain breaks during the pull, then the two people who made the break are out of the game.

DANCE GAME "MILLET SOWED"

Two groups take part in the game: a group of guys and a group of girls. They line up in two lines and stand facing each other at a distance of eight steps. Girls to the words: “And we just sowed, sowed ...” take four steps forward and two stomp. Then, to the words: “Oh, grandfather Lada, they sowed, sowed ...” they return to their place. A group of guys, repeating the movements of the girls, sings:

"And we'll just trample, trample." Girls replacing guys sing:

"We'll give you a hundred rubles, a hundred rubles." Guys:

"We don't need a hundred rubles, a hundred rubles." Girls:

"We'll give you a maiden, a maiden, We'll give you a scythe, a scythe." Guys:

"We don't need a scythe, a scythe." One of the guys stays on the platform in the middle, and the rest continue to sing:

"And we'll take any, any." The guy chooses a girl for himself, bowing to her, the ranks of girls and guys are connected.

BREAK THE JUG

The host puts the wheel in the center of the playing area. An earthenware jug is put on a stick inserted into the wheel hub. The player takes a stick, moves away from the pole with a jug for 5 - 6 steps, blindfolds himself, makes several turns in place, and then goes to the jug to break it. You can take a ball instead of a jug.

For the game, they dug a small hole "duk", and around it the same recesses - "duchki" according to the number of players. There must be one more player than there are pits. Each was holding a “stump” in his hands - a stick with a bent end. All of them had one ball ("pig"). One of the players tried to drive the pig into the duck, the rest did not let him do it. The game had many options. Instead of a ball, they used "turks" - stumps of sticks about 5 si, "pigs" - wooden cylinders 25 cm long and 5 cm thick.

As a rule, everyone played with sticks, knives, ropes, pebbles.

Dziga or head over heels

A specially made toy, similar to both a bobbin of thread and a spinning top, was whipped with whips. The conditions were different: trying not to drop, they drove the jigs along the route, they raced. Special masters managed to make amazing numbers with head over heels, throwing it up in the air or hitting it with a target many meters away. There were team competitions, there were fights - when the jigs of opponents were knocked down. Despite the fact that adults considered “driving head over heels” an empty occupation, it was it that developed the eye, reaction, dexterity, endurance, and simply taught shepherd's possession of a whip and combat ability to handle a whip.

This game is reminiscent of a modern class game. A rectangle was drawn on the ground, divided into 6 parts. The 1st and 2nd parts were the same and were located one after the other. The next part was divided into 4 equal parts by diagonals. The 3rd was located directly behind the 2nd, the 4th was on the left, the 5th was on the right. Between them at the top is a part of the "King". One of the players (the first one according to the condition) took a tsurka (stone or piece of wood). He stood on one leg and threw the tsurka into the first compartment, from which he had to drive her back. To do this, the player rode on one leg to the first compartment, drove out the zurka with the foot on which he rode. Then he threw the tsarka again, but already into the 2nd compartment and drove her out, then to the 3rd, etc. When he got into the “Tsar” compartment, he was allowed to rest, that is, to stand on both legs. Even stand still. After that, he drove the tsurka out of the "Tsar" and ended the game.

In the village of Kushchevskaya, the Yeysk department of the Kuban region and in the village of Novotitarovskaya, the game consisted of the following:

This game requires one stick, approximately an arshin long, and a stump of a stick about an inch (5 cm) long. This is the zurka, from which the whole game got its name. The game itself consists in hitting the tsurka like a ball with a stick. Outlined not big circle. Two players cast lots, holding a stick with their hands. Whose hand had to take hold of the upper end of the stick, that (top) remains "in the city." The other (bottom) goes beyond the city limits, that is, the circle, into the field, the rest in the city starts the game. In his right hand he holds a stick, and in his left a tsurku, which he beats with the first stick. At this time, the player standing in the field tries to hit the tsurka on the fly with his stick. If he manages to do this, then he changes role with the first. Otherwise, he takes the turk in his hand and throws it into the circle. If he manages to hit, then he takes the place of the first. Sometimes the turka misses the circle, as the one standing in the city tries to beat it back in the city in order to start the game again. If the turka falls outside the circle, then standing in the city, without leaving the place, can beat it off from the city. They first hit the end of the turkey so that it rises from the ground and at that moment they hit it to the side, the repulsed turk is thrown into the circle again, etc.

In three grandmothers

(Temizhbek village)

The players "beat", as when playing "Tsurki". The tops beat, and the bottoms go into the field. For this game, three sticks (grandmothers) are stuck into the ground: the first grandmother, from which they hit the ball, the second is stuck not far from the first, somewhat to the side, and the third steps 30-40 from the first. Players take turns hitting. Bad players start. You can only hit once. The one who hit the ball goes to the second grandma, where the others go. Having seized a convenient moment, when the ball flew far, those standing at the second grandmother run to the third, and if possible, they run back; if there is no possibility, then they wait there for a convenient minute to rush headlong to the first grandmother. Those standing in the field try to hit one of the running ones with the ball. If they succeed, they all rush to the first or second grandmother, depending on where it is closer and more convenient to run. The defeated at this time try in turn to hit one of the opponents, and if they succeed, and they run away to the grandmas in time, they continue to beat, and if not, they go into the field, and the lower classes beat. Sometimes mutual knocking out is repeated several times; only one of them will hit, as, you see, one of them has already been hit; they hit again, they are hit again, etc.

You can only knock out when the players are between the second and third grandmas; having run for one or another grandmother, the player is already quite safe from a blow. In addition to hitting the opponent, those standing in the field get the right to hit the ball even when one of them catches the ball on the fly, that is, when the ball flies from a stick hit without making a rebound.

To the towns(same station).

Players draw a circle on the ground, 20-30 steps across. This circle is called the city. Then they “knight” either in pairs, or simply split into two parties, and only two “knead”, one each from one and the other party. The tops go to the town, and the bottoms knock them out with the ball. The one who is hit with the ball leaves the town. When everyone is knocked out, the bottoms go to the town, and the tops knock out, etc. This game becomes especially interesting when one or two remain in the town. The most agile, the most fidgety remain; as soon as the kicker threw the ball at him, he had already ducked, jumped or bounced to the side, and the ball flies past.

filly

Only boys are playing. Players "knead". The bottoms become, bending down to the fence, in this way: the first one takes the fence with his hands and bends down a little; the second stands behind him, embraces him with his arms and also bends down; the next one does the same, etc. The tops jump on them with a run. If the tops sit deftly, and there is no hope that one of them will fall off, then the bottoms say: “Down with the horse!” and the tops peel off and begin to jump again. Jump three times. After that, the tops become to the fence, and the bottoms jump on them. If those who jumped sit awkwardly, then those who stand are silent in the hope that one of them will fall. If someone really falls, then those who have already jumped should stand up to the fence. This game can be played by five or six couples (no more). Indeed, it is inconceivable that the first one could jump so far that 10-12 people could sit down after

In the village of Starovelichkov, where this game is called "sharlay", the tops, jumping on the backs of the bottoms, sing:

Charlai, don't miss it

Three goats, come on!

From horses or on horses?

Then, as above.

In the Novotitarovskaya village they say:

Sharlay, gauze on the market.

From to pie

From horse to horse?

Cracks, or burn, stump!

(Temizhbek village, "burners" - Novomaryevskaya, Novominskaya villages)

The players are divided into pairs; couples are mostly made up of a guy and a girl. The one who didn’t get a couple goes out to “burn” or “mourn”. He steps back a little and says:

Burning, burning, stump!

What are you grieving for? -

Asks him a girl from a couple ready to run.

I want a girl! - answers the mourner.

Even if you are young!

Then the couple runs, trying to run around the grieving one: he is on one side, and his girlfriend is on the other. The mourner tries to catch the girl. If he catches, then the one who fled a hundred remains to grieve; and if he does not catch, or he has time, having run around the grieving one, to grab his girl before, then the grieving one continues to grieve. After the first pair, the second one runs, also having previously asked the mourner what he is mourning.

Burners (Novotitarovskaya stanitsa)

Players become in pairs, one steps forward and says:

Burning, burning, stump!

Who are you burning about? he asks.

About you, young soul!

Then run as above. This game is also called stump.

Derkach

(Novominskaya, Starodzherelievskaya, Kushchevskaya villages).

On a stick, ½ arshin long, recesses are cut. The death of one of the players is blindfolded, and the other is given this stick, along which he drives a small stick, making sounds (“derkochet”), and he constantly runs from place to place until he is caught by the one who is blindfolded, then the last they give a stick with rifling, and the first one is blindfolded.

Literature:

There is no translation for the Cossack family. Teaching aid. – Apsheronsk, 2007

Miruk school. Scientific and methodical journal. No. 2, 2007.

New pedagogical and information technologies in the education system / Edited by. –M.: Academy, 2000.

Naydenova game Kuban. Yeysk, 2006.


The game is a natural companion of a child's life, a source of joyful emotions, which has great educational power.

Folk games are a traditional means of pedagogy. From time immemorial, they have clearly reflected the way of life of people, their way of life, work, national principles, ideas of honor, courage, courage, the desire to possess strength, dexterity, endurance, speed and beauty of movements, to show ingenuity, endurance, creative invention, resourcefulness, will and desire to win.

These Kuban games have as their goal - to convey to the descendants the national flavor of customs, the originality of self-expression of a particular people, the originality of the language, form and content of colloquial texts.

Folk games are an integral part of the patriotic, artistic and physical education of preschoolers. The joy of movement is combined with the spiritual enrichment of children. they develop a stable, interested, respectful attitude towards culture native land, creates an emotionally positive basis for the development of patriotic feelings: love and devotion to the Little Motherland.

The game situation captivates and educates the child, and the beginnings and dialogues found in some games directly characterize the characters and their actions, which must be skillfully emphasized in the image, which requires mental activity from children.

In games that do not have a plot and are built only on certain game tasks, there is also a lot of cognitive material that contributes to the expansion of the sensory sphere of the development of the child, the development of his thinking and independence of action. So, for example, in connection with the movements of the driver and the change in the game situation, the child must show a more complex, i.e. instant and correct reaction, since only the speed of action leads to a favorable result ("Wattle", "Cossack's Dream", etc.).

big educational value laid down in the rules of the game. They determine the entire course of the game, regulate the actions and behavior of children, their relationships, contribute to the formation of will, i.e. they provide conditions under which the child cannot show the qualities brought up in him. The game requires attention, endurance, ingenuity and dexterity, the ability to navigate in space, the manifestation of a sense of collectivism, coherence of actions, mutual assistance (“one for all and all for one”), responsibility, courage, resourcefulness.

AT Kuban Games oh, a lot of humor, jokes, competitive enthusiasm; the movements are precise and figurative, often accompanied by unexpected funny moments, tempting and beloved by children, counting rhymes, draws, and nursery rhymes. They retain their artistic charm, aesthetic value and constitute the most valuable, unique game folklore.

These clear counting rhymes, melodious and funny songs, entertaining dialogues are quickly and firmly remembered and spoken with pleasure by children in their everyday games. folklore orally passed down from generation to generation and never gets old.

The main condition for the successful introduction of the Kuban games into the life of preschoolers has always been and remains the deep meaning and fluency in an extensive game repertoire, as well as the methodology of pedagogical guidance. The educator, creatively using the game as an emotional-figurative means of influencing children, arouses their interest, imagination, achieving active performance of game actions.

During the game, the teacher draws the attention of the children to its content, monitors the accuracy of movements that must comply with the rules, the dosage physical activity, makes brief instructions, maintains and regulates the emotionally positive mood and relationships of the players, teaches them to act deftly and swiftly in the current game situation, provide comradely support, achieve common purpose and feel joy at the same time. In a word, the task of the teacher is to teach children to play folk games on their own and with pleasure.

When explaining a new Kuban game, in which there is a beginning (a counting room, a toss-up or a toss-up), an adult should not first learn the text with the children, it is advisable to introduce it into the course of the game unexpectedly. Such a technique will give children great pleasure and save them from boring stereotyped acquaintance with the game element. The guys, listening to the rhythmic combination of words, when repeating the game, easily remember the beginnings.

Explanation new game can take place in different ways, depending on its type and content. So, a non-plot game is explained briefly, concisely, emotionally and expressively. The teacher gives an idea of ​​its content, the sequence of game actions, the location of the players and attributes, the rules of the game. He can ask one or two clarifying questions to make sure that the guys understood him correctly. Most of the time is given to specific play activities of children. at the end of the game, one should positively evaluate the actions of those guys who showed certain qualities: courage, dexterity, endurance, comradely mutual assistance.

The plot folk game can also be explained in different ways. For example: the teacher first talks about the life of the Cossacks, shows illustrations, household items and art, interested in Cossack customs, folklore. Or you can figuratively but briefly talk about the plot of the game, explain the role of the driver, let the dialogue be heard, if any, and move on to the distribution of roles, which, in addition to using rhymes, sometimes goes through the appointment of a driver in accordance with pedagogical tasks (encourage and activate a shy child or, conversely, using the example of an active person, how important it is to be bold and dexterous; to reject the request of a self-confident child and join the game to the educator himself in order to show the responsibility of the role of the leader, on whose actions depends, for example, the correct orientation in space of all other players).

The teacher should remember that his main task is to teach children to play actively and independently. Only in this case do they learn themselves in any game situation to regulate the degree of attention and muscle tension, adapt to changing environmental conditions, find a way out of a critical situation, quickly make a decision and enforce it, take the initiative, i.e. preschoolers acquire important qualities they need in their future life.

So, the Kuban folk games in combination with other educational means are the basis initial stage formation of a harmoniously developed, active personality, combining spiritual wealth, moral purity and physical perfection. When working with children, the teacher must remember that the impressions of childhood are deep and indelible in the memory of an adult. They form the basis for the development moral feelings consciousness and their further manifestation in socially useful and creative activity.

1. "Pass the horseshoe"

2. "Knock off your hat"

3. "Wattle"

4. Crooked Rooster

5. "Protect the chicken"

6. "Water the horse"

7. "Romance, romance ..."

8. "Pull in a circle"

9. "Wheel"

10. "Rooster" ("Cossack's dream")

11. "Bands"

12. "Clicks"

13. "Pebbles"

14. "Golden Gate"

15. "Break the pitcher"

16. "Dashing Riders"

17. "Kubanka - Cossack hat"

18. "Drake and Duck"

19. "Bryl (straw hat with wide brim)"

20. Horsemen

21. Watchmen

22. Lyapta

23. "The Herd"

24. "Don't Hide (Don't Touch Me)"

25. "Sunflowers"

26. Poplar

27. Birdman

28. "Malechen - crippled"

29. "Get out the handkerchief"

30. "Cossack"

31. "Pots"

32. "Weave the fence"

"PASS THE HORSESHOE"

There is an old belief in the Kuban: "Whoever finds a horseshoe, it will bring happiness to him." Music sounds, the children stand in a circle and pass the horseshoe to each other to the music. As soon as the music stops, the one who has a horseshoe left in his hands goes into a circle and dances.

"SHIT THE HAT"

To the music, the boys jump, imitating riding a horse in a circle, one after another. With the end of the music, they must quickly knock off the hat with the help of checkers. The one who succeeds wins, then he invites the Cossack girl to dance and they dance. Then the game is repeated.

"Wattle"

The players stand in lines at the four walls of the room, holding hands crosswise. The children of the first line approach those standing opposite and bow. They move back to their place. The movement is repeated by the children of the second, third and fourth ranks.

At a signal (whistle), the players disperse throughout the room, performing certain movements to the sounds of a tambourine (jumps, easy running, gallop, etc.). At the next signal of the whistle or the stop of the tambourine, everyone runs to their places and lines up, respectively, holding hands crosswise. The line that forms first wins.

"CURVE COCK"

Children stand in a circle. One in the center.

Children: “Crooked rooster, what are you standing on? (on pins and needles)

And how do you, not sharply? (on horseshoes)

Children walk in a circle and sing:

Get in the hood

They bake pancakes there

They bake pancakes there

They'll give you a damn.

The child taps his foot on the floor. (3 times)

Children: - Who is there?

It's me, Taras.

Children: - Catch us without opening your eyes.

Who caught, must guess.

"PROTECT THE SMOKER"

A subgroup of children (8-10) stand around an improvised kuren at a distance of 1.5-2m. leading in the center of the kuren, he has a checker. Each child has a ring of hollow rubber tubes. At the command of the educator, “Get in the chicken!” children quickly alternately throw rings, trying to get into the hut.

"DRINK THE HORSE"

The child stands behind the line at a distance of 2-3 m from the toy horse. The teacher gives him a bucket in his hands and blindfolds him. The kid should come up and give her a drink / bring the bucket to the horse's face /.

"ROMAN, ROMAN..."

Children stand in a circle facing the center. They say in chorus:

Roman, Roman - on the first word, bending over, pull out an imaginary weed with both hands, on the second word - throw it to the right side of themselves

Pull out the weeds

The same movements are repeated

To grow carrots

Reproduced planting seeds

Big like a whorl

For the turnip to grow

Sweet and strong.

To grow a bean

With a big pot.

On the first stress on each line right hand they take a seed from a handful of the left hand, and on the second stress they stick it into an imaginary garden. Join hands and dance

"PULL IN A CIRCLE"

Participants stand in a circle and hold hands. A circle is drawn in front of their toes (100 cm from them). Inside this circle, a second circle of smaller diameter (50-60cm) is drawn. The space between the inner and outer circle is considered a restricted area.

At the signal of the leader, the players go in a circle to the right or left. On the whistle they went on the “pull” command, each player tries to pull his neighbor beyond the line of the large circle, located to the right or left of him. However, he himself can also be beyond this line at any time. Therefore, being saved. The player may step over or jump over the forbidden space to enter the smaller circle with one hand (foot0 or two feet).

A player who enters at least one foot into the space between the large and small circle is out of the game. The same fate befell those players who unhook their hands.

When there are fewer players and they cannot surround the line of the large circle, everyone stands in front of the line of the small circle, and then the game continues. There is already no “safety island” here, and everyone who steps outside the circle is out of the game.

"WHEEL"

All participants in the game are built in one large circle and are calculated for six and seven. The host goes to the middle of the circle and gives the command6 “To the right! The first numbers are on me, the rest are marching behind them in the back of the head!” Having executed this command, the participants line up in columns facing the center of the circle, forming, as it were, the “spokes” of a large wheel.

One player is the driver. He does not have his place in the spoke and goes beyond the circle. His task is to take a place in any six or seven (the number of players in the spokes does not have to be equal).

To take a place in one of the columns, the driver runs in a circle, bending around the spokes. Then he stops near one of them and touches the shoulder of the player standing last in the spoke. He passes the touch on to the player in front, and so on.

When the first player in the column feels the impact, he loudly says: “Yes!” The driver, having heard this signal, can say the words "run" or "follow me." If he shouted “run”, then the player at the head of the spoke rushes to the right or left in a circle, going around all the spokes. All the other players who were standing behind him rush after him, trying not to fall behind, but, if possible, to overtake each other.

The task of each player is to run around the circle and take a place in the column, which must be built in the place where it stood before. The driver also tries to take a place in the spoke closer to the center of the wheel. The last player is left without a seat and goes to drive.

"COCK" ("COSSACK'S DREAM")

A “Cossack” is selected from the players, who becomes in the middle of the circle. The “Cossack” is blindfolded, or he closes them himself. Children move in a circle with the words:

Who chases devils in the morning,

Songs sonorous sleeps,

Sleep prevents the Cossack

And shouts "Ku-ka-re-ku"?

One of those standing in a circle crows like a rooster, trying to change his voice. The Cossack, opening his eyes, tries to guess who was shouting. If he succeeds, he takes the screamer into the middle of the circle. The game continues:

All the cows in the yard

Rumbled at dawn.

Nobody understands

Why "Mu-Mu, Mu-Mu".

Standing in a circle moo, depicting a cow. The Cossack guesses it and takes it to his circle. The game continues:

Here the Cossack fell asleep again,

But he didn't sleep long.

duck ducks not in vain

Teaches to quack "quack-quack-quack."

The action is repeated - the Cossack takes the "duck".

Tired of the Cossack

"quack-quack-quack" with "Ku-ka-re-ku."

I won't sleep anymore

I will chase you!

At the end of the words, the children forming a round dance raise their hands - “collars”, and the Cossack catches up with those children whom he took into the circle.

"Pebbles"

To play, you need 5 small more or less round pebbles of such a size that they all fit in the palm of your hand.

Children willing to play. In order of priority, these pebbles are scattered with a light throw, then, having chosen one of them, they throw it up and while it flies up and goes down, they quickly take a pebble with one hand and catch the one that falls in the same hand.

Then, putting one pebble aside, they again throw the pebble remaining in the hand up and take the rest from the table, one pebble at a time.

Then the pebbles are laid out in 2 pieces and, throwing one up, and each time they take two pebbles. After that, the child lays out the pebbles like this: three together and one aside. He throws the pebble up again and, while it flies, takes one pebble with his hand, puts it aside, again throws the pebble on his hand and takes three pebbles already. Finally, he puts all 4 pebbles together, throws the fifth one up and at the same time captures all 4 pebbles. If a child drops a stone or does not have time to grab those lying on the table, the game is transferred to the next one, who starts the game from the figure on which he stops. The one who completes the last figure first wins.

"CLICKS"

From a round stick with a diameter of 1 cm, educators cut off 10-15 small pieces 1-2 cm long, which are cut in half lengthwise: small even pieces of wood (halves) are obtained, which are stored in a box.

Children, in turn, take these halves in a handful and scatter them on the table. Then the player clicks one piece of wood against another, lying in the same position (also taken). The piece of wood that it hits is considered knocked out and is taken as a prize.

The halves that fall on top of each other and lie in the same position are also taken as winnings. If, during the click, the half touches the other halves or falls on those lying in an unequal position, then the player passes the turn in the next order, in which case he does not take even the halves.

The game continues until all halves are won.

"BLANKINGS"

Participants are divided into two teams and stand on the extreme lines facing each other. Then they converge on the middle line and, without turning, stand in one line so that each player of one team takes a place between two players of the other team.

Participants of the game take each other's hands. On a signal, the “constrictions” begin. Each team tries to pull all opponents over the extreme line where they used to stand. The team that manages to do this wins.

If during the "tightening" the chain breaks, then the two people who made the break are out of the game.

"GOLDEN GATE"

The players hold hands, forming a circle. In the center of it, two players stand up, join hands and raise them up - they make the "golden gate". A branch is stuck next to the "gate".

One of the participants in the game is the driver. He passes through the "golden gates", approaches the circle and tears the hands of one of the couples standing there with the edge of his hand. While everyone says:

Go through the golden gate gentlemen:

For the first time, goodbye

The second one is forbidden

And the third time we will not miss you!

The players, whose hands were separated by the host, run to the sides in a circle to a branch stuck in its center. The first one to pull out the branch goes to the “golden gate”, and the loser pairs up with the leader in a circle.

"BREAK THE JUG"

The host puts the wheel in the center of the playing area. An earthenware jug is put on a stick inserted into the spoke of the wheel. Can replace jug balloon, cardboard box, etc. the player picks up a stick, moves away from the jug for 5-6 steps. He is blindfolded. Makes a few spins around itself in place, and then heads towards the pitcher to break it.

"DASHING RIDERS"

Equipment: two children's horses and 12 rubber rings.

The game is a joke in which 6-12 people participate. Participants are divided into two teams and stand facing each other at a distance of 6-8 steps. On the start line, between the lines of teams, horses are installed, a cord 6-7 meters long is tied to them. The cord from the cart of each horse goes to the reel, which is held by the "jockey" at the finish line.

The rest of the participants are given an equal number of rings of different colors - each team has its own color. At the signal of the leader, the participants quickly lead their horses to the finish line. Those standing in the ranks should be able to throw their rings around the necks of the opponent's horse. The team that brings their horse to the finish line and throws the most rings wins.

"KUBANKA - COSSACK HAT"

The guys are divided into equal two teams. The players on the team throw up a Kubanka hat. It is necessary to try to put it on the head or a stick during the fall. The team that drops the least cubans wins.

"DRAKE AND DUCK"

The players stand side by side, hand in hand. Two, standing on one edge of the line, break away from it (these are “drake” and “duck”) and run, diving under the arms of those standing in a row, either in front or behind, and the “drake” is catching up with the “duck”. Standing in the corner say:

Catch up, drake, duck,

Catch up, young, duck.

Come, duck, go home,

You have seven children

Eighth - drake,

Ninth - duck,

The tenth is goose.

That pair, under whose hands the "drake" caught the "duck", replaces them, and they stand in the vacant place.

"BRIL (STRAW HAT WITH WIDE BRIM)"

The players sit in a circle. Another circle is drawn in the center of the circle at a distance of 5-6 cm from the edge. At the leader’s command: “sun”, everyone closes their eyes with their hands. one of the players, the host puts a fly on his head and immediately says: "Shadow." Everyone opens their eyes. The one with a bryl on his head, on this command, runs to the center of the circle. The rest of the players must not let him into the inner circle. If he ran into the circle, he becomes the leader, if he did not have time, he leaves the game.

"CONNIKI"

Players - "horsemen" riding on sticks rush from the start at the whistle of the "ataman" to the wattle fence, which must be overcome with the help of a stick, using it as a pole. Then they jump over the water obstacle “on a horse”, without getting their feet and “horse” wet, to get a Kubanka from a pole with a stick. The one who successfully reaches the goal will win.

"WATCHMANS"

A round hole is dug on the site - the central hole, and around at a distance of 5-6 m from the central hole there are small holes - “holes”.

8-10 people take part in the game - “watchmen and one attacker”. "Watchmen" with sticks line up in a circle near each hole. The finder is behind the circle with a stick and a rubber ball. His task is to drive the ball into the center hole. The task of the watchmen is not to miss this ball.

3-5 attempts are given. The guards hit the ball away from the center hole. On the last down, the offensive player may take any vacant hole. The one whose hole is captured becomes the hitter.

"LYAPTA"

One of the players is the driver, he is called a blunder. The driver runs after the participants in the game, tries to salt someone, saying: “You have a blooper on, give it to another!” The new driver catches up with the players and tries to pass to one of them. The driver must not chase the same player.

"HERD"

The players choose a shepherd and a wolf, and everyone else chooses a sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep loudly call the shepherd:

Shepherd, shepherd!

Play the horn!

The grass is soft

Rose is sweet!

Drive the herd into the field

Walk freely!

The shepherd drives the sheep to the meadow, they walk, run, jump. At the signal of the shepherd: "Wolf!" - all the sheep run into the house on the opposite side of the site. The shepherd protects the sheep. Everyone caught by the wolf is out of the game.

"DON'T HOLD (DON'T TOUCH ME)"

10-15 people take part in the game. All participants in the game, except for two drivers, scatter around the site. Drivers hold each other's hands. They try to catch one of the players. The players, running away, shout: "Don't block it!"

The one around whom the leaders have closed their hands is considered to be caught, then this player joins the leaders. Now three are catching, forming one chain. So the chain of drivers gradually increases. When all players are in the same chain, the game ends.

"SUNFLOWERS"

Players stand in several rows - these are "sunflowers". One "farmer" stands aside and remembers the order of the "sunflowers". At the command of the host: “Sunshine!”, The “farmer” leaves. Two "sunflowers" change places. By the beginning of the counting rhyme, the "farmer" appears in front of the "sunflowers" and must determine the movement until the end of the counting rhyme. During the counting rhyme, the "sun" walks in a circle, and the "sunflowers" constantly turn to face him.

Reader: Sun: The sun is shining!

All: It's raining!

Sun: Seed!

All things grows! Grows!

Sun: A sprout reaches for the sun!

All: Thin, thin stalk!

Sun: The sky is all around,

All: The sun shines without blinking.

Sun: Farmer, do not yawn,

All: Guess the changes!

TOPOLEK

The game involves: the leader - "poplar", players - "fluffs", 3 players - "winds".

In the center of the site, in a circle with a diameter of 2 m, there is a leading "poplar", around it in circles of "fluff" behind the circle at any distance.

Leading: Spring has come to the Kuban,

Fluffed poplars!

Poplar fluff is spinning,

But it doesn't land on the ground.

Blow, winds, from steep

Strong, mighty!

After these words, “winds” fly in and “carry away”, i.e. catch fluff. "Fluffs" rush in a circle to the poplar. Beyond the line, they are inaccessible. Caught "fluffs" become "winds".

Those who remain near the poplar win.

"BIRDS"

The players choose the names of birds whose cry they can imitate. They stand in a circle, in the center of which is a blindfolded bird-catcher. Birds walk, circle around the bird-catcher and sing:

In the forest, in the woods

On a green oak tree

Birds sing songs.

Ay! The birder is coming!

He calls us to hell.

Birds, fly away!

The birder claps his hands, the players stop in place, and the driver begins to look for birds. The one he found imitates the cry of the birds he chose for himself. The birder guesses the name of the bird and the name of the player.

The guessed bird becomes a birder.

"MALECHENA - MALE"

The players choose a leader. Each player picks up a small stick 20-30 cm long. Everyone pronounces the following words:

Malena - Kalena,

How many hours are left.

Until the evening,

Before winter?

After the words “before winter”, the children put the stick on the palm or any finger of the right or left hand. As soon as the children put the sticks, the leader counts: “One, two, three ... ten!”. The one who holds the stick the longest wins. The leader can give additional tasks: walk, sit down, turn right, left, around him. It is advisable for children to disperse throughout the site and stand as far apart as possible so that it is more convenient to keep balance for the stick.

"GET THE HANDKERCHIEF"

The players walk in a circle, performing any dance movements. In the center of the circle stands the driver with a pole in his hand, at the end of which is a handkerchief. At the signal of the teacher or at the end of the music, you need to jump up and get a handkerchief. Whoever succeeds is the winner who becomes the leader. The game continues.

"COSSACK"

Only boys participate in the game, they stand in a circle. In the center of the circle is a chair - a "war horse", riding a "horse" - a commander with a red flag.

Children jump on imaginary horses, legs slightly springy at the knees. Left hand each stretched forward, the right one is raised up.

At the signal of the educator, the commander jumps off the “horse”, puts a flag and stands in a common circle. Everyone else marches in place, then turns to the right and follows the leader in a circle. The commander takes a step inside the circle, takes a pipe, and, turning around, blows into it. The two boys, near whom he stopped, turn their backs to each other and run in opposite directions along the circle. Each of them tries to be the first to take the flag and jump on the “horse”. The winner becomes the leader.

"POTS"

The players are divided into two equal teams. One team becomes "pots" and sits on the ground in a circle. The other team is the "hosts". They get behind the pots. One of the players - the driver - portrays the buyer. He approaches one of the "owners" and asks:

Why a pot?

The owner replies:

By money.

Isn't he cracked?

Try.

The buyer easily hits the “pot” with his finger and says:

Strong, let's collude!

The "owner" and the "buyer" hold out their hands to each other, singing:

Chichars, chichars, gather potters

On the bush, on the crust, on the swan a lot!

Out!

With the word "out" and "owner" and "buyer" run in different directions and around the pots. Whoever runs first to the purchased "pot" is the "owner", and the late one is the driver.

"BRAID THE WASH"

The driver is selected, who must go into another room or turn away from the rest of the players so as not to see their actions. The players form a "wattle fence" - a circle closed by hands. One of the participants in the round dance passes under the hands of the children on the opposite side of the circle, dragging the rest along, and so on until they are completely “braided”, entangled. Then the players call the driver, who must unravel the round dance. Moreover, the connected hands of the players must be in the correct (not broken) connection.

MUNICIPAL BUDGET PRESCHOOL EDUCATIONAL INSTITUTION COMBINED KINDERGARTEN № 18 "RAINBOW" OF THE CITY OF TIKHORETSK MUNICIPALITY TIKHORETSKY DISTRICT

Kuban folk games

with kids preschool age

COMPILED AND PREPARED

EDUCATOR OF THE HIGHEST CATEGORY

Valentina Alexandrovna Pryadko

Implementation regional component

in physical culture and health work DOW

Each nation has its own unique soul - this is its faith, language, holidays and rituals, songs, dances, games.

While the soul of the people is alive, the people themselves are also alive. The Slavic tree gave rise to a wonderful branch - the Zaporozhye, Don, Kuban Cossacks ... But the fate of the Cossacks is tragic: Civil War and decossackism destroyed and scattered around the world the descendants of the warriors of the grain growers. Our duty is to restore the historical truth, to revive the good traditions of the Cossacks, and primarily spiritual and cultural.

At present in Russia, including in Krasnodar Territory, there has been a decrease in the general intellectual level of the population, a devaluation of spiritual, moral and patriotic values ​​is observed, and indicators of children's health are deteriorating. The adopted regional anti-crisis program "The system of spiritual and physical improvement of the Kuban population" and the concept of regional policy in the field of education in the Kuban are called upon to serve as a speedy way out of this situation.

In conditions Krasnodar Territory it seems reasonable and necessary to use a whole range of traditional pedagogy tools, elements of Cossack culture and art, resurgent means of physical education, in particular, original outdoor games. In means based on Cossack folk traditions, there are huge opportunities for a positive impact on the spiritual world of people and their physical state.

In this regard, the problem of introducing folk games of the Kuban Cossacks into the practice of physical education of preschool children acquires significant significance.

For three hundred years, in the Kuban, among the Cossacks, original folk games were formed, which developed, being passed down from generation to generation.

Each game, each fun has specific functions, improves the physical abilities, moral-volitional and spiritual-moral qualities of the individual. It is necessary to restore, popularize the Cossack games, adapt them to modern conditions education and upbringing of the younger generation.

The playing folklore of the Kuban people is characterized by: pronounced labor and military-applied orientation. As a rule, each Cossack family had many children. In order to educate the future warrior, various games were created, with the help of which children developed patience and dexterity, and strengthened their health.

Despite some differences, (Don, Kuban, Terek) Cossack always

remains a Cossack.

From childhood, boys were taught to wield a sword and horseback riding. With the help of outdoor games, children learned the main types of movement, developed physical qualities, attention, accuracy, eye and other qualities necessary in life that correspond to the traditions of educating the military spirit of the Cossacks.

Cossack games are distinguished by historical and everyday content, humor, resourcefulness, good nature and ingenuity.

During the game, children are always spontaneous and emotional. Therefore, with skillful conduct, outdoor games, along with physical development, are of great educational importance. After all, games are not just children's fun - they are a life-giving source of thinking, noble feelings and aspirations.

General requirements for the content of classes on physical education with the use of folk games of the Kuban Cossacks and the use of games in everyday activities:

    interconnection of games and materials government programs education and
    learning;

    the correlation of the games used with the regional features of the Kuban;

    the correspondence of the Cossack games to the pedagogical tasks, the conditions for conducting,
    level of physical development and physical fitness playing.
    Fulfillment of the considered requirements will allow achieving a more complete and
    quality implementation of the regional component focused on
    the use of traditional Kuban means of physical education
    improvement.

The quality of physical education of children ultimately depends on the correct determination of the place of folk games in the structure of the lesson, the degree of their compliance with the educational and health-improving tasks.

One of the most important conditions for the successful implementation of Cossack games in the educational process is their effective implementation. The task of the teacher is to skillfully “feed” the game, creating the pre-requisite mood among preschool children.

The use of folk Cossack outdoor games will optimize the process of physical education, spiritual and physical recovery of children in our region.

Organization and methodology

folk outdoor games of the Kuban Cossacks:

Preparing a place for games.

Folk Cossack games do not require a specially equipped place. The place for games can be an open area, a lawn, a gym, etc.

Inventory.

As a rule, special sports equipment is not required. In addition to balls, gymnastic sticks, jump ropes, improvised material can serve as inventory: pebbles, sticks, rag balls, etc.

Explanation.

Explanation of games should be concise, logical and descriptive You must adhere to a presentation plan, including: the name of the game, the goal, the role of the participants, the course of the game, the rules. The story must be accompanied by a demonstration.

Organization of games.

During the organization importance have rhymes, chants or recitatives.

They make it possible to quickly organize the players, divide them into teams, and set them up for an objective choice of drivers. Rhyming rhymes are pronounced clearly, rhythmically, in a singsong voice. Various variants of counting rhymes that existed in the Kuban villages from the middle of the 19th to the beginning of the 20th century include those proposed by us in perspective plan for children of senior and preparatory groups. In addition to counting rhymes, lottery was traditionally used. The duration of the game is directly dependent on the age and preparation of the children. Game content

In view of the universality of the conditions for conducting, the Kuban folk outdoor games proposed in the long term can be used in middle, senior and preparatory groups for school. That is, the use of original game means Kuban Cossacks, should take its rightful place among the factors community development Kuban.

Where do games start?

Many games begin with the choice of a leader: in one game, the hostess, in the other is a wolf, in the third - a bear. In one game everyone wants to drive, in another no one wants to. Therefore, the leader must be chosen according to the counting rhyme.

Everyone who takes part in the game becomes a circle. The one who pronounces the counting rhyme at the first word points his finger at himself, at the second word at his neighbor, and so on. Who will fall on the last word that and lead. There can be no dispute. They also think like this: they pronounce a rhyme, with each word they quickly point to the players standing in a circle. Whoever gets the word goes out of the circle. The counting starts again. Finally two remain. Which one to drive? Again, the score and the one on whom the last word will fall out. The rest leads.

And if you need to choose two leaders, they count twice. And sometimes, in order to determine who to start the game or drive, they don’t count, but win. They take a long stick or rope: one of those who rides grabs the end of the stick or rope, the other grabs it with his hand tightly next to it, and so on. Whose hand captures the upper end is the one to lead or start the game. And at the same time, you can sentence such words: “Whose mop is on my mop? Throw off or go home! You can ride when there are few players.

How are forfeits played?

In many games there is such a condition, whoever makes a mistake in something, says something or does not follow the rule, he gives a forfeit. This is some small thing - a scarf, a button, a badge, a ribbon - whoever has what they can find. The leader collects all the forfeits and puts them in a hat, a box. When the game is over, they start playing forfeits, which is also very interesting.

The leader mixes forfeits, takes out one of them and asks: “What should this fanta do?”. All players come up with different funny tricks, and the leader decides which one to choose. It can also be done this way: the leader takes out a forfeit, but he himself does not look at it and does not show it to others. He holds his hand behind his back and asks everyone: “What should this phantom do?”. They come up with some kind of trick for the unknown owner of the phantom.

How are lots cast?

The draw is symbol, some little thing, a sliver or something else. When a dispute arises, who should be the leader in the game, they take as many identical lots as there are participants. On one they put a note, which means: "You will be the leader." After pouring together, mix and pull in turn. Who has a label - to lead.

There is another draw, it is called "guessing". One of the players turns his back to the others, takes the lot in his hands. In which hand the lot no one should know. After that, the drawer turns to face the players and, holding his hands behind his back, says: “Whoever draws the lot will lead!”. Two people come up and the drawer asks: “Who takes the right hand, who takes the left hand?” One replies: "I take the left one." Other: Right. The drawer opens his fingers and shows in which hand the lot is.

Draw lots and so on. One of the guys counts how many players. Take the same number of straws, sticks. One of them should be shorter or longer than the others. The drawer clamps these lots into a fist. Their upper ends must be leveled, and the lower ends hidden so that it is impossible to see which one is longer or shorter. Each player must draw one straw or stick. Whoever draws a short or long one starts the game or becomes the leader.

Game - Handkerchief Zhu-zhu

All participants squat down facing in a circle. The driver with a handkerchief goes around the circle and says: “Zhu-zhu, I’ll fit someone” and puts it on someone. With a handkerchief in his hands, the one who is given a handkerchief runs after the driver. If the player with the handkerchief catches up with the leader and touches him with a handkerchief before he takes a free place in the circle, he again becomes the leader, and the player who gave the handkerchief takes his place. If the runner is the first to be in a circle, then the player with a handkerchief becomes the driver and the game continues.

Rules: the players should not turn around while the driver chooses who to put the handkerchief on.

geese geese

From among the children, "wolves" and "shepherd" are selected. The rest of the children are "geese". On the one hand, a line is drawn, beyond which the "geese" are located - this is their home. On the side of the site, the place is the "wolf's lair". The shepherd drives out the "geese" to graze on the meadow. Geese walk, fly across the meadow. Then the shepherd says: “Geese! Geese!

Ha-ha-ha, the geese answer.

Do you want to eat?

Yes Yes Yes.

Well, fly.

We can not. Grey Wolf under the mountain, does not let us go home.

Well, fly as you like, just take care of your wings.

"Geese" are flying, and the wolf jumps out and tries to catch them (touch with a hand). The “caught” geese are taken away by the wolf. When all the geese are caught, the shepherd goes to look for them. Comes to the wolf and asks:

Wolf, have you seen my geese?

And what are they?

Grey, yes white.

They ran along that path, the wolf shows.

At this time, the "geese" clap their hands.

Spoons fall off the shelf.

The shepherd go away, and the geese stomp their feet.

What it is? - asks the shepherd.

The horses are stomping in the stable.

The shepherd go away, and the geese begin to hiss.

What is it? - asks the shepherd.

Shchi is boiled, the wolf answers, and the shepherd is about to leave. The geese begin to shout: "Ha-ha-ha."

These are my geese, the shepherd says.

No, mine, says the wolf and tells all the geese to squeeze their hands tightly. The shepherd selects his geese, unclenching their hands, and invites the wolf: “Come to our bathhouse to swim. A bathhouse is being built (children are standing) in pairs facing each other (wolves are hovering, bathing, caressing). Hot water with fingers, warm water with palms.

colorful

The players sit on a bench, a log, a boom. A "seller" and "buyer" are selected. The buyer steps aside. Children tell the seller what kind of paint they want to be. The "monk" buyer comes and says.

Who is there, asks the seller.

I am a monk, in blue pants, I came for Krasochka.

For what?

For red.

If there is such paint, the seller says how much it costs and the buyer-monk hits his palms so many times. With the last number, "paint" runs away, and the buyer catches up with it. Having caught the "paint", he takes it to a certain place. The game continues. If there is no named paint, the seller says: - Jump along the red carpet, on one leg (from a tree and so on). The buyer jumps, returns and the game continues. If the paint is not caught, sits in its place and another color is offered to it.

Panas

The driver is placed in the middle of the playground, they are blindfolded and he turns several times around himself. The players ask him:

Panas, panas, what are you standing on?

On a stone.

What do you sell?

Well, catch us for three years, but don’t climb under the benches!

After the words, the participants disperse around the site, the blind man's blind man goes to look for them. While Panas is looking for them, children do not leave their seats, but they can sit down, get on all fours, kneel. The found player becomes a "panas" only if he recognizes him and calls him by name.

Fanta (the lady sent you a toilet)

Children sit in a semicircle, the leader points to one of the children, starts the game with the words:

The lady sent you a toilet,

There are a hundred kopecks, a hundred rubles in the toilet.

Whatever you want, take it.

"Yes" and "no" do not say,

Do not take black and white

Are you going to the ball?

The child answers each question of the presenter, observing the rules of the game, if he said “yes”, “no”, “white”, “black”, he gives a phantom. And the leader turns to the next player. Having collected several forfeits, he takes one of the players and asks: “What should this phantom do?” Child standing with eyes closed answers. After each player completes the task, the phantom is returned to him.

Rhymes used in the Kuban

I'll go buy a pipe

I'll go to the street.

Louder, pipe, blow,

We play, you drive.

1,2,3,4,5,6,7,8,9,10,

The white moon rises

Who reaches the month

He's going to hide!

White hare, where did you run?

Into the green forest.

What did he do there?

Lyko fought.

Where did you put it?

Under deck.

Who stole?

Get out.

On the golden porch sat:

King, prince, king,

King, shoemaker, tailor.

Who will you be?

Speak quickly

Don't delay good people.

The ram walked along the steep mountains,

Pulled out the grass, put it on the bench.

Whoever takes the weed will go out.

Peas are rolling on the dish,

You drive, but I won't.

The cuckoo walked past the net,

And behind her are small children.

And she screamed: "Cook-mac" -

Remove one fist.

The cuckoo walked past the net,

And behind her are small children,

Cuckoos are asked to drink -

Come out, you lead!

Glass, lemon, get out!

Glass of water, get out!

Behind glass doors

There is a bear with pies.

Hello little buddy!

How much does a pie cost?

A pie costs three

And you will squint!

An apple rolled - pink,

You love me, but I don't love you.

1,2,3, - drive!

A man was driving along the road

Broke a wheel on the doorstep

How many nails, speak quickly

Don't think!

1,2,3,4,5,6,7,8,9,10,-

The white moon rises

Who will not reach the place,

He will go and screw up!

valley edge,

The edge is wide.

poppy,

heady,

Heads like roses.

Get up like that, you will - poppy

"PASS THE HORSESHOE"

There is an old belief in the Kuban: "Whoever finds a horseshoe, it will bring happiness" . Music sounds, the children stand in a circle and pass the horseshoe to each other to the music. As soon as the music stops, the one who has a horseshoe left in his hands goes into a circle and dances.

"SHIT THE HAT"

To the music, the boys jump, imitating riding a horse in a circle, one after another. With the end of the music, they must quickly knock off the hat with the help of checkers. The one who succeeds wins, then he invites the Cossack girl to dance and they dance. Then the game is repeated.

"Wattle"

The players stand in lines at the four walls of the room, holding hands crosswise. The children of the first line approach those standing opposite and bow. They move back to their place. The movement is repeated by the children of the second, third and fourth ranks. On signal (whistle) the players disperse throughout the room, performing certain movements to the sounds of a tambourine (jumping, light running, galloping, etc.). At the next signal of the whistle or the stop of the tambourine, everyone runs to their places and lines up, respectively, holding hands crosswise. The line that forms first wins.

"DRINK THE HORSE"

The child stands behind the line at a distance of 2-3 m from the toy horse. The teacher gives him a bucket in his hands and blindfolds him. The kid should come up and give her a drink / bring the bucket to the horse's face.

"KUBANKA - COSSACK HAT"

The guys are divided into equal two teams. The players, on command, throw up a Kubanka hat. It is necessary to try to put it on the head or a stick during the fall. The team that drops the least cubans wins.

"PULL IN A CIRCLE"

Participants stand in a circle and hold hands. In front of their toes (100cm from them) a circle is drawn. Inside this circle, a second circle of smaller diameter is drawn. (50-60cm). The space between the inner and outer circle is considered a restricted area.

At the signal of the leader, the players go in a circle to the right or left. Whistle went on command "pull" each player tries to draw his neighbor to the right or left of him beyond the line of the big circle. However, he himself can also be beyond this line at any time. Therefore, being saved. The player may step over or jump over the forbidden space to enter the smaller circle with one hand (foot0 or two feet).

A player who enters at least one foot into the space between the large and small circle is out of the game. The same fate befell those players who unhook their hands.

When there are fewer players and they cannot surround the line of the large circle, everyone stands in front of the line of the small circle, and then the game continues. Here already "islands of safety" no, and everyone who steps outside the circle is out of the game.

"ROOSTER" ("DREAM OF THE COSSACK" )

From the players is selected "Cossack" , which becomes in the middle of the circle. "Cossack" blindfold, or he closes them himself. Children move in a circle with the words:

Who chases devils in the morning,

Songs sonorous sleeps,

Sleep prevents the Cossack

And screams "Ku-ka-re-ku" ?

One of those standing in a circle crows like a rooster, trying to change his voice. The Cossack, opening his eyes, tries to guess who was shouting. If he succeeds, he takes the screamer into the middle of the circle. The game continues:

All the cows in the yard

Rumbled at dawn.

Nobody understands

Why "Moo-mu, mu-mu" .

Standing in a circle moo, depicting a cow. The Cossack guesses it and takes it to his circle. The game continues:

Here the Cossack fell asleep again,

But he didn't sleep long.

duck ducks not in vain

Teaches to quack "quack-quack-quack" .

The action is repeated - the Cossack takes "duck" .

Tired of the Cossack

"quack-quack-quack" With "Ku-ka-re-ku" .

  • I won't sleep anymore

I will chase you!

At the end of the words, the children forming a round dance raise their hands - "collars" , and the Cossack catches up with those children whom he took into the circle.

"Pebbles"

To play, you need 5 small more or less round pebbles of such a size that they all fit in the palm of your hand.

Children willing to play. In order of priority, these pebbles are scattered with a light throw, then, having chosen one of them, they throw it up and while it flies up and goes down, they quickly take a pebble with one hand and catch the one that falls in the same hand. Then, putting one pebble aside, they again throw the pebble remaining in the hand up and take the rest from the table, one pebble at a time. Then the pebbles are laid out in 2 pieces and, throwing one up, and each time they take two pebbles. After that, the child lays out the pebbles like this: three together and one aside. He throws the pebble up again and, while it flies, takes one pebble with his hand, puts it aside, again throws the pebble on his hand and takes three pebbles already. Finally, he puts all 4 pebbles together, throws the fifth one up and at the same time captures all 4 pebbles. If a child drops a stone or does not have time to grab those lying on the table, the game is transferred to the next one, who starts the game from the figure on which he stops. The one who completes the last figure first wins.

"BLANKINGS"

Participants are divided into two teams and stand on the extreme lines facing each other. Then they converge on the middle line and, without turning, stand in one line so that each player of one team takes a place between two players of the other team.

Participants of the game take each other's hands. Start on signal "constrictions" . Each team tries to pull all opponents over the extreme line where they used to stand. The team that manages to do this wins.

If during "constrictions" the chain breaks, then the two people who allowed the break are out of the game.

"GOLDEN GATE"

The players hold hands, forming a circle. In the center of it, two players stand up, hold hands and raise them up - they do "Golden Gate" . Near "gate" stick a branch.

One of the participants in the game is the driver. It goes through "Golden Gate" , approaches the circle and with the edge of his hand tears the hands of one of the couples standing there. While everyone says:

Go through the golden gate gentlemen:

For the first time, goodbye

The second one is forbidden

And the third time we will not miss you!

The players, whose hands were separated by the host, run to the sides in a circle to a branch stuck in its center. The first one to pull out the branch goes to "Golden Gate" , and the loser pairs up with the driver in a circle.

"BREAK THE JUG"

The host puts the wheel in the center of the playing area. An earthenware jug is put on a stick inserted into the spoke of the wheel. You can replace the jug with a balloon, a cardboard box, etc. The player picks up a stick, moves away from the jug for 5-6 steps. He is blindfolded. Makes a few spins around itself in place, and then heads towards the pitcher to break it.

"DASHING RIDERS"

Equipment: two children's horses and 12 rubber rings.

The game is a joke in which 6-12 people participate. Participants are divided into two teams and stand facing each other at a distance of 6-8 steps. On the start line, between the lines of teams, horses are installed, a cord 6-7 meters long is tied to them. The cord from the cart of each horse goes to the reel that it holds "jockey" on the finish line.

The rest of the participants are given an equal number of rings of different colors - each team has its own color. At the signal of the leader, the participants quickly lead their horses to the finish line. Those standing in the ranks should be able to throw their rings around the necks of the opponent's horse. The team that brings their horse to the finish line and throws the most rings wins.

"BRIL"

(WIDE BRIM STRAW HATS)

The players sit in a circle. Another circle is drawn in the center of the circle at a distance of 5-6 cm from the edge. At the leader's command: "sun" , - everyone closes their eyes with their hands, the host puts a bryl on his head and immediately says: "shadow" . Everyone opens their eyes. The one with a bryl on his head, on this command, runs to the center of the circle. The rest of the players must not let him into the inner circle. If he ran into the circle, he becomes the leader, if he did not have time, he leaves the game.

"CONNIKI"

Players - "horsemen" riding on sticks race rush from the start at the whistle "ataman" to the fence, which must be overcome with a stick, using it as a pole. Then they jump over the water obstacle "on a horse" without getting your feet wet and "horse" , get a Kubanka from a pole with a stick. The one who successfully reaches the goal will win.

"BOTTLES"

The legs are tied with a handkerchief or rope, in much the same way as a horse's legs are tangled. And so the players jump to the designated place. Whoever jumped first, he won.

"WATCHMANS"

A round hole is dug on the site - the central hole, and around at a distance of 5-6 m from the central hole are small holes - "holes" .

8-10 people take part in the game - "guards and one striker" . "watchdog" with sticks line up in a circle near each hole. The finder is behind the circle with a stick and a rubber ball. His task is to drive the ball into the center hole. The task of the watchmen is not to miss this ball.

3-5 attempts are given. The guards hit the ball away from the center hole. On the last down, the offensive player may take any vacant hole. The one whose hole is captured becomes the hitter.

"LYAPTA"

One of the players is the driver, he is called a blunder. The driver runs after the participants in the game, tries to salt someone, saying: “You have a blooper on, give it to someone else!” The new driver catches up with the players and tries to pass to one of them. The driver must not chase the same player.

"DO NOT LOOK (DONT TOUCH ME)»

10-15 people take part in the game. All participants in the game, except for two drivers, scatter around the site. Drivers hold each other's hands. They try to catch one of the players. Players run away shouting: "Don't shut up!"

The one around whom the leaders have closed their hands is considered to be caught, then this player joins the leaders. Now three are catching, forming one chain. So the chain of drivers gradually increases. When all players are in the same chain, the game ends.

"GET THE HANDKERCHIEF"

The players walk in a circle, performing any dance movements. In the center of the circle stands the driver with a pole in his hand, at the end of which is a handkerchief. At the signal of the teacher or at the end of the music, you need to jump up and get a handkerchief. Whoever succeeds is the winner who becomes the leader. The game continues.

"SUNFLOWERS"

Players stand in several rows - this is "sunflowers" . One "farmer" stands aside and remembers the order of location "sunflowers" . At the leader's command: "Sun!" , "farmer" leaves. Two "sunflower" change places. To the beginning of the rhyme "farmer" appears before "sunflowers" and until the end of the counting rhyme must determine the movement. During the counting "Sun" walks in circles and "sunflowers" constantly turn to face him.

Reader: Sun: The sun is shining!

All: It's raining!

Sun: Seed!

All things grows! Grows!

Sun: A sprout reaches for the sun!

All: Thin, thin stalk!

Sun: The sky is all around,

All: The sun shines without blinking.

Sun: Farmer, do not yawn,

All: Guess the changes!

TOPOLEK

Participate in the game: leader "poplar" , players- "fluff" , 3 player- "winds" .

In the center of the site in a circle with a diameter of 2 m stands the leader "poplar" , circles around it "fluff" around the circle at any distance.

Leading: Spring has come to the Kuban,

Fluffed poplars!

Poplar fluff is spinning,

But it doesn't land on the ground.

Blow, winds, from steep

Strong, mighty!

After these words fly "winds" and "carry away" , i.e. catch "fluff" . "Fluffs" rush in a circle to the poplar. Beyond the line, they are inaccessible. Caught "fluff" become "winds" .

Those who remain near the poplar win.

"BIRDS"

The players choose the names of birds whose cry they can imitate. They stand in a circle, in the center of which is a blindfolded bird-catcher. Birds walk, circle around the bird-catcher and sing:

In the forest, in the woods

On a green oak tree

Birds sing songs.

Ay! The birder is coming!

He calls us to hell.

Birds, fly away!

The birder claps his hands, the players stop in place, and the driver begins to look for birds. The one he found imitates the cry of the birds he chose for himself. The birder guesses the name of the bird and the name of the player.

The guessed bird becomes a birder.

"MALECHENA - MALE"

The players choose a leader. Each player picks up a small stick 20-30 cm long. Everyone pronounces the following words:

Malena - Kalena,

How many hours are left.

Until the evening,

Before winter?

After the words "before winter" children put the stick on the palm or any finger of the right or left hand. As soon as the children put the sticks, the host considers: "One, two, three... ten!" . The one who holds the stick the longest wins. The leader can give additional tasks: walk, sit down, turn right, left, around him. It is advisable for children to disperse throughout the site and stand as far apart as possible so that it is more convenient to keep balance for the stick.

"THE ESCAPE"

playing (10 or more) form a circle holding hands tightly. One player moves inside and the other outside the circle. The one who is standing inside is trying to escape, and it is difficult to do it in different ways, or jump over the hands, or slip under the hands, or simply break the chain.

He who is outside the circle keeps his side and helps him in every possible way. If the player manages to escape, then the pair responsible for his victory goes to drive.

"PROTECT THE SMOKER"

A subgroup of children stand around an impromptu kuren at a distance of 1.5-2m, leading in the center of the kuren, he has a checker. Each child has a ring of hollow rubber tubes. At the command of the teacher "Get in the chicken!" , the children quickly alternately throw the rings, trying to get into the chicken.

"SNAKE"

Children sit on their knees or on the ground one by one, but at a short distance. The last one jumps over the others, and the last one sits down at the other end. And so one after another.

"GRAPPERS"

Players should line up in two lines, one against the other at a distance of 50-60 steps. A line is drawn between them on the ground. In accordance with the number of players, some objects are laid out along the entire length of the line: pebbles, sticks, etc.

On command "One two Three!" players run towards the items, trying to grab as many of them as possible.

The team that captured the most items wins. The game ends either by agreement or if the required number of points is scored.

"CHUR AT THE TREE"

They usually played in the garden or where at least a few trees grew. The number of players depends on the number of trees. Everyone, except the leader, each stood by his own tree, while the leader stood in the middle between the trees.

Those standing by the trees began to run from tree to tree, at this time the driver must have time to knock down the runner, until he ran up to the tree and shouted: "Chur at the tree!" .

Salted changes place with the driver.

"CURVE COCK"

Children stand in a circle. One is in the center.

Children:

Crooked rooster on what are you standing?

on pins and needles

And how do you, not sharply?

On horseshoes

Children walk in a circle and sing:

“Go to the kut, they bake pancakes there,

They bake pancakes there, they will give you a pancake"

Child knocking on the floor (3 times)

Children: "Who's there?"

It's me Taras

Catch us without taking your eyes off

Who caught must guess.

The development of hearing, orientation in space, exercise in a rhythmic round dance step.

"HOUSEHOLD FOR ROUGH?"

If the game was held indoors, one of the boys stood in a corner, and if in the yard - near a tree. The rest ran around him and said: "Who's rude? Brownie? . "Brownie" runs after them and catches them. Catching someone puts him in his place "brownie" while joining others.

"Chaplya"

By lot or by counting, they chose the driver - "chaplya" . The rest - "frogs" . Bye "chaplya" sleeping, that is, standing, leaning forward and leaning on straight legs, the frogs squat. Waking up "chaplya" lets out a cry about starts catching (salting) frogs always with long steps and on straight legs (without bending knees) and holding at least one hand on the shins of the legs. Frogs must be saved from "chapli" , jumping on your haunches. In case of violation of the conditions, for example, or if one of the frogs stands up to its full height or jumps out of the site, as well as when salting, they change places.

"POTS"

The players are divided into two teams. One team becomes "pots" and sits on the ground in a circle. Another team - "hosts" . They get behind the pots. One of the players - the driver - portrays the buyer. He goes to one of "hosts" and asks:

Why a pot?

The owner replies:

For money

Isn't he cracked?

Try

The buyer strikes easily "pot" finger and says:

Strong, let's collude!

"Master" and "Buyer" stretch out their hands to each other, singing: “Chichars, chichars, potters gather, along the bush, along the crust, along the swan a lot! Get out!

With a word "Won" and "Master" and "Buyer" run in different directions around the pots. Who will be the first to run to the purchased "pot" , that "Master" , and the latecomer is the Driver.

"ROMAN, ROMAN..."

Children stand in a circle facing the center. They say in chorus:

Roman, Roman - on the first word, bending over, pull out an imaginary weed with both hands, on the second word - throw it to the right side of themselves

Pull out the weeds

The same movements are repeated

To grow carrots

Reproduced planting seeds

Big like a whorl

For the turnip to grow

Sweet and strong.

To grow a bean

With a big pot.

On the first stress on each line, a seed is taken from a handful of the left hand with the right hand, and on the second stress they stick it into an imaginary garden. Join hands and dance

"COSSACK"

Only boys participate in the game, they stand in a circle. Chair in the center of the circle "war horse" riding on "horse" - commander with a red flag.

Children jump on imaginary horses, their legs slightly springy at the knees. The left hand of each is extended forward, the right is raised up.

At the signal of the teacher, the commander jumps off "horse" , puts a flag and becomes in a common circle. Everyone else marches in place, then turns to the right and follows the leader in a circle. The commander takes a step inside the circle, takes a pipe, and, turning around, blows into it. The two boys, near whom he stopped, turn their backs to each other and run in opposite directions along the circle. Each of them tries to be the first to take the flag and jump on "horse" . The winner becomes the leader.

"BRAID THE WASH"

The driver is selected, who must go into another room or turn away from the rest of the players so as not to see their actions. The players form "wattle" - circle closed by hands. One of the participants in the round dance passes under the hands of the children on the opposite side of the circle, dragging the rest along with them, and so on until complete "braiding" , entanglement. Then the players call the driver, who must unravel the round dance. Moreover, the joined hands of the players must be in the correct (not broken) connection.

"HERD"

The players choose a shepherd and a wolf, and everyone else chooses a sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep loudly call the shepherd:

Shepherd, shepherd!

Play the horn!

The grass is soft

Rose is sweet!

Drive the herd into the field

Walk freely!

The shepherd drives the sheep to the meadow, they walk, run, jump. At the signal of the shepherd: "Wolf!" - all the sheep run into the house on the opposite side of the site. The shepherd protects the sheep. Everyone caught by the wolf is out of the game.

"WHEEL"

All participants in the game are built in one large circle and are calculated for six and seven. The host goes to the middle of the circle and gives the command6 "Right! The first numbers are on me, the rest are marching behind them in the back of the head!” After executing this command, the participants line up in columns facing the center of the circle, forming, as it were, "spokes" big wheel.

One player is the driver. He does not have his place in the spoke and goes beyond the circle. His task is to take a place in any six or seven (the number of players in the spokes does not have to be equal).

To take a place in one of the columns, the driver runs in a circle, bending around the spokes. Then he stops near one of them and touches the shoulder of the player standing last in the spoke. He passes the touch on to the player in front, and so on.

When the first player in the column feels the blow, he loudly says: "There is!" The driver, having heard this signal, can pronounce the words "run" , or "Behind me" . If he shouted "run" , then the player at the head of the spoke rushes to the right or left in a circle, going around all the spokes. All the other players who were standing behind him rush after him, trying not to fall behind, but, if possible, to overtake each other.

The task of each player is to run around the circle and take a place in the column, which must be built in the place where it stood before. The driver also tries to take a place in the spoke closer to the center of the wheel. The last player is left without a seat and goes to drive.

"DRAKE AND DUCK"

The players stand side by side, hand in hand. Two, standing on one end of the string, break away from her (this is "drake" and "duck" ) and run, diving under the arms of those standing in a row, now in front, then behind, and "drake" is catching up "duck" . Standing in the corner say:

Catch up, drake, duck,

Catch up, young, duck.

Come, duck, go home,

You have seven children

Eighth - drake,

Ninth - duck,

The tenth is goose.

That couple, under whose hands "drake" caught "duck" , replaces them, and they take the vacant seat.

"CLICKS"

From a round stick with a diameter of 1 cm, educators cut off 10-15 small pieces 1-2 cm long, which are cut in half lengthwise: small even pieces of wood are obtained (halves) that are kept in a box.

Children, in turn, take these halves in a handful and scatter them on the table. Then the player clicks one piece of wood against another, lying in the same position. (also taken). The piece of wood that it hits is considered knocked out and is taken as a prize.

The halves that fall on top of each other and lie in the same position are also taken as winnings. If, during the click, the half touches the other halves or falls on those lying in an unequal position, then the player passes the turn in the next order, in which case he does not take even the halves.

The game continues until all halves are won.