Card file of folk games. Card file of mobile Russian folk games in the preschool educational institution

garden equipment 10.10.2019

Card file of folk games

Russian folk game "Brook"

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

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

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

Options:

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

Russian folk game "Cabbage"

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

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

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

I am amusing small pegs,

I fence my city,

So that the cabbage is not stolen,

Didn't run into the garden

Wolf and fox, beaver and chicken,

Mustachioed hare, clubfoot bear.

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

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

Russian folk game "Grandfather Rozhok"

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

Description: Children choose Grandfather according to the counting rhyme.

By God's dew

On the ass lane

There are cones, nuts,

honey, sugar

Get out, grandfather Rozhok!

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

Children: Oh, you, grandfather Rozhok,

I burned a hole in my shoulder!

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

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

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

Russian folk game "Frogs in the swamp"

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

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

Here from the wet rotten

Frogs jump into the water.

They began to croak from the water:

Kwa-ke-ke, kwa-ke-ke

It will rain on the river.

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

Russian folk game "Golden Gate"

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

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

Hey people, hey people

We intertwined our hands.

We raised them up

It turned out to be a beauty!

It turned out not simple,

Golden Gate!

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

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second one is prohibited.

And for the third time

We won't miss you!

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

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

Russian folk game "Horses"

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

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

Artistic word:

Hop-hop! Well, gallop!

You fly, horse, soon, soon

Through the rivers, through the mountains!

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

Rut-rut! Trot, dear friend!

After all, there will be strength to restrain, -

Trot-trot, my dear horse!

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

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

Russian folk game "Jump Rope"

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

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

Before the game begins, the following words are said:

So that the spikelet is long,

To grow flax high

Jump as high as possible.

You can jump over the roof.

Rules of the game:

Whoever touches the rope is out of the game.

Russian folk game "Frost red nose"

Target:

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

He says:

I am Frost-Red Nose.

Which one of you decides

To go on a path?

The players answer:

We are not afraid of threats

And we are not afraid of frost.

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

Russian folk game "Babka Yozhka"

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

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

Grandmother Ezhka - Bone Leg

She fell off the stove, broke her leg,

And then he says:

My leg hurts.

She went to the street

Crushed the chicken.

Went to the market

Crushed the samovar.

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

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

Russian folk game "Two Frosts"

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

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

they say:

We are two young brothers, Two Frosts Removed

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

Which one of you decides

To go on a path?

The players answer:

We are not afraid of threats

And we are not afraid of frost.

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

Russian folk game "Hop! Clap! Run away!

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

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

"Clap, clap, run away,

Horses will stop you"

multiple players

pronounce:

"But I'm not afraid of horses,

I'll ride along the way!"

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

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

Russian folk game "Zhmurki"

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

Description: Children choose one participant, put a blindfold on his eyes. At this signal, those participating in the game rush into different sides, and a blindfolded child standing in the middle of the play area is trying to catch one of the running ones.

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

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

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

Russian folk game "Keep up"

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

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

Rules: During the game, it is forbidden to throw the ball in the face, and the players in the circles are not allowed to take off the foot in the circle from the ground.

Russian folk game "Hawk"

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

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

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

Options:

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

Russian folk game "Bells"

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

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

All children say:

Tryntsy-bryntsy, bells,

The daredevils called:

Digi digi digi dong

Guess where the call is coming from!

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

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

Options: Children forming a circle can dance.

Russian folk game "Mother Spring"

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

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

All children say:

Mother spring is coming

Open the gate.

The first of March has come

He spent all the children;

And then April

Opened the window and the door;

And how May came -

Play as much as you want!

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

Rules: Don't open the chain

Russian folk game "Pie"

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

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

Here he is, how tall,

Here he is, how soft,

Here he is, how wide.

Cut it and eat it!

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

Russian folk game "Malechina-Kalechina"

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

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

Malechina-kalechina,

What time is it

Left until the evening

Before summer?

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

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

Options: The stick can be held in different ways:

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

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

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

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

Russian folk game "Chains forged"

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

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

Chains, chains, break us!

Which one of us? - answers the other

Stepoy! - answers first

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

Russian folk game "Salki"

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

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

The game is repeated.

Rules of the game:

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

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

3. Salka must also jump on one leg.

Russian folk game "Weaver"

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

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

I am a cheerful weaver

I can weave famously, famously.

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

I can weave famously, famously!

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

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

Russian folk game "Bear"

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

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

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

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

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

Russian folk game "Burners with a handkerchief"

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

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

All in unison:

Burn, burn bright

To not go out.

Look at the sky,

The birds are flying

The bells are ringing!

One two Three!

Last couple run!

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

Russian folk game "Lame Fox"

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

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

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


FOLK

GAMES

FOR

CHILDREN.

GOALS:

Folk games teach children a lot, contribute to the development of dexterity, speed of movement, accuracy. They are taught to be smart. Of course, these games are national wealth, and it is important that preschoolers know and love them.

At the grandmother's malania.

Children walk in a round dance, saying:

“At Malania, at the old woman,

Lived in a small hut

seven sons,

seven daughters,

All without eyebrows

With noses like these

(show gestures)

With these beards

They all sat

Didn't eat anything

They did it like this…”

(reproduce the actions shown by the Leader)

Tent.

The participants of the game are divided into 3-4 subgroups. Each subgroup forms a circle at the corners of the site. A chair is placed in the center of each circle, on which a scarf with patterns is hung. Children join hands, walk in a circle around the chairs, sing and say:

We are funny guys.

Let's all gather in a circle

Let's play and dance

And rush to the meadow.

With the end of singing, the children are rebuilt in one common circle. Holding hands, they move around in circles. With the end of the music (or at the signal “We are building a tent”), the children quickly run to their chairs, take scarves and pull them over their heads in the form of a tent (roof). The group that builds the Tent first wins.

Gardener.

A “stump” (high chair) is placed in the center of a large circle, pegs (or toys denoting vegetables) are placed in a circle. All players stand around the circle. The "gardener" sits on a stump and "amuses the pegs", while saying:

I'm sitting on a stump

I am amusing small pegs,

I city the garden.

With the end of the words, the players try to quickly run into the garden and carry away the pegs (“vegetables”). The child touched by the "gardener" is out of the game. The one who collects the most pegs wins.

Roll the caravan.

They blindfold one of the children, then turn it several times around the axis and, continuing to turn it, sing:

Roll a loaf

Turn around, come on

To the forest - curolesu,

I'll climb into the garden

I'll break the weave

I will dig the ridges.

Speak, blind

Where to head?

The “blind” must guess and name the place where he turns his head. For example, to the wall, to the window, etc. If he guesses correctly, another participant takes his place.

Storks and frogs.

Children are divided into two groups: "storks" and "frogs" - and are located on opposite sides of the playground. Storks stand on one leg, and Frogs jump towards them with the words:

You stand on one leg

You look at the swamp

And we have fun, jump - lope,

Catch up - ka us, my friend!

The storks are chasing the frogs. The next time, the children switch roles.

Drake.

The players line up in a circle, choose a "drake" and a "duck". Children walk in a circle, holding hands, and sing:

Drake was chasing a duck

A young duck drove:

"Go, duck, home,

Go, gray, home!

The Drake goes inside the circle clockwise, and the Duck goes around the circle counterclockwise. With the end of the singing, the drake catches the duck in a cat-and-mouse game. Having caught the "Duck", Drake brings her into a circle and kisses her on the cheek.

Burn bright.

Children stand in a circle and hold hands. In the middle is a child with a handkerchief in his hand (leader). First, the children go in a circle to the right, and the driver waves a handkerchief. Then the children stop and clap their hands. The driver moves in jumps inside the circle. With the end of the music, they stop and turn to face the two children standing in a circle. Then the chorus players sing a rhyme:

Burn, burn bright

To not go out.

One two Three!

To the words “One, two, three”, the children clap their hands three times, and the leader waves his handkerchief three times. After that, the two guys, opposite whom the driver stopped, turn their backs to each other and run around the circle. Everyone strives to run first, to take a handkerchief from the driver and lift it up.

The game is repeated.

Burn, burn bright. (2)

Children line up in pairs. The driver gets ahead. He is not allowed to look back. Everyone sings:

Burn, burn bright

To not go out.

Look at the sky

The birds are flying, the bells are ringing!

When the song ends, the children who were in the last pair separate and run around those standing in pairs (one on the left, the other on the right). They try to grab hands in front. The driver, in turn, tries to catch one of the running ones. The one who is caught becomes the driver in the first pair, and the one who is left without a pair becomes the new driver. If a pair of runners manages to connect before the driver has time to catch anyone, then this pair gets ahead, the game continues with the previous driver.

Crow.

Children stand in a circle. One child is chosen in advance - a raven. (he stands in a circle with everyone).

Oh guys, ta-ra-ra!

There is a mountain on the mountain

(children walk to the center of the circle in fractional steps)

And on that mountain there is an oak tree,

And on the oak funnel.

(with the same step, the children go back, expanding the circle, and leave the “crow” in the center)

Raven in red boots

With gilded earrings.

(the raven dances, the children repeat his movements)

Black raven on oak

He plays the trumpet.

Turned pipe,

gilded,

The pipe is fine

The song is complex.

With the end of the song, the “raven” runs out of the circle, everyone closes their eyes. The raven runs around the circle, touches someone's back, and he himself becomes in a circle. As the song begins, the touched child becomes a raven.

Paints.

The players choose the owner and the buyer - a trait. Everything else is paint. Each paint invents a color for itself and, so that the buyers do not hear, calls it to the owner. Then the owner invites the buyer. The devil approaches, knocks on the ground with a stick and speaks with the owner:

Knock Knock!

Who's come?

I am a devil with horns, with hot rapids,

Fell from the sky, fell into a pot!

Why did you come?

For paint.

For what?

For red.

If there is no red paint, the owner says:

- There is no such. Get home. On its path of the curve.

If there is paint, the owner says:

Jump on one leg on the red carpet

Find red boots.

Wear it, wear it

And bring it back!

At this time, the red paint runs off. And the devil is trying to catch up with her.

Fontanelle.

The guys hug each other by the belt and stand in single file along the spring stream. Everyone sings:

The fontanel spilled

Golden horn. U-uh!

The key spilled

White, snow. Whoo!

On the mosses, on the swamps,

On rotten decks. Whoo!

Then they try to jump over the stream sideways without touching the water. But at the same time, everyone interferes with his neighbor. Whoever touches the water is out of the game.

The rooks are flying.

Children become in a circle. One comes to the middle and sings:

The rooks are flying

They trumpet all over Russia:

Gu-gu-gu-

We bring spring!

He raises his hands up, showing how the rooks are flying.

Fly! Fly! - children scream and raise their hands

The cranes are flying

They shout all over Russia.

Gu-gu-gu!

No one can catch up with us!

Fly! Fly! - children shout and raise their hands.

The piglets are flying

The stripes screech.

Oink oink oink

Tired of us in the barn!

They fly, le ... - some children make mistakes and raise their hands up. Whoever makes a mistake is out of the game. Then you can name other birds and animals.

Ringlet.

The host takes the ring in his hands. All other participants sit on a bench, fold their hands like a boat and put them on their knees. The host goes around the children and puts his palms in each of his hands, while he says:

I'm walking along the mountain, I'm carrying a ring! Guess - guys, where did the gold fall?

To one of the players, the host imperceptibly puts a ring in his hands. Then he moves a few steps away from the shop and sings the words:

Ring, ring,

Get out on the porch!

Who will come down from the porch

He will find the ring!

The task of the player who has the ring in his hands is to jump up from the bench and run away, and the children sitting next to him must guess who has it hidden, and try to hold this player with his hands. If the player with the ring fails to escape, he returns the ring to the leader. And if he manages to escape, he becomes the new leader and continues the game.

Raven (2).

Raven and Hare are selected. The rest of the children are rabbits. They cling to the Hare, stretching into a long chain and saying:

We're going around the Raven

We carry three grains.

Who has two, who has one

And Raven - nothing!

The raven sits on the ground and picks it with a stick. The hare comes up to him and asks:

Raven, Raven, what are you doing?

I'm digging a hole - Raven answers.

What do you need a hole for?

I'm looking for money.

What do you need money for?

I will buy a sitchik.

What do you need a sieve for?

Sew a bag.

Why do you need a bag?

Put pebbles.

What do you need pebbles for?

Throw at your kids!

What have my kids done to you?

They ran into my garden

They dragged a ray and a machik!

And a turnip, yes mint -

Stomp your heels!

Karrrr!- the raven cries and rushes at the rabbits, and the hare protects. The little hare that the raven pulls out of the chain and becomes the new raven.

Cabbage.

A circle is drawn - a garden. In the middle of the circle, the players put their hats, belts, scarves, indicating cabbage. All participants in the game stand behind the circle, and one of the guys chosen by the owner sits next to the cabbage. The owner, showing movements of an imaginary work, sings:

I'm sitting on a rock

Pegs of crayons amuse / 2 times

I fence my city,

So that the cabbage is not stolen,

Did not run into the garden

wolf and fox,

Beaver and marten

Zainka mustachioed

The bear is fat.

The guys are trying to quickly run into the garden, grab the "cabbage" and run away. Whom the Kozlik touches with his hand in the garden, he no longer participates in the game. The player who takes the most "cabbages" out of the garden is declared the winner.

Wolf and sheep.

The players choose a wolf and a shepherd, all the rest - sheep. The shepherd stands in the middle of the meadow with a stick in his hands. Sheep graze around him. The wolf is hiding behind a tree. The shepherd sings:

I pass, I pasture sheep near the river

The wolf behind the mountain, the gray behind the steep one.

And day and night he prowls, looking for my sheep.

And I'm not afraid of the wolf. I will defend myself with my father,

I'll fight off with a stump.

"I'll go, I'll sleep!" -the shepherd says, lies down and pretends that there are no sheep, and sings:

I pass, I pass until the evening,

And there is nothing to drive home!

The gray wolf has come

My lambs collide?

And I fell asleep and did not chul the spirit!

The shepherd begins to look for sheep, knocks on the ground with a stick and says: “Here is a wolf trail, here is a sheep trail .. "

Approaches the wolf and asks:

- Wolf, have you seen my sheep?

And what are they?

White.

- They ran down the white path. (lambs with blond hair run away from the wolf to the shepherd) Then the wolf says “Run along the black path” and the lambs with dark hair run away.

Baba Yaga.

According to the counting rhyme, Baba Yaga is selected. Then a circle is drawn on the ground. Baba Yaga picks up a branch - a pomelo and stands in the center of the circle. The guys run around and tease:

Grandmother Yozhka - bone leg,

She fell off the stove and broke her leg.

And then he says:

My leg hurts.

She went to the street

Crushed the chicken.

Went to the market

Crushed the samovar.

Went to the lawn

Scared the bunny.

Baba Yaga jumps from the circle on one leg and tries to touch the guys with her broomstick.

bees.

A participant is selected - depicting a flower. The rest of the guys are divided into 2 groups - watchmen and bees. Watchmen, holding hands, walk around the flower and sing:

Spring bees

Wings of gold

What are you sitting?

Do you fly into the field?

Al whips you with rain,

Does the sun bake you?

Fly over the high mountains

For green forests.

On a round meadow

On an azure flower.

The bees try to run into the circle, and the watchmen, either raising or lowering their hands, interfere with them. As soon as one of the bees manages to get into the circle and touch the flower, the guards, unable to save the flower, scatter. Bees run after them, trying to sting and buzz in their ears.

Golden Gate.

One pair of players join hands and raise them up, forming a gate. The rest of the participants in the game, holding hands, pass through the gate in a chain and sing:

Mother Spring is coming

Open up the gate.

The first of March has come -

He brought all the children.

And then April

He opened the window and the door.

And how May came -

How much do you want now walk!

Having passed everyone several times, the players forming the gate ask each one which side he chooses - right or left.

Divided into 2 teams, they all make up new pairs and, holding hands, raising them up, stand in a row outside the gate. One of the players, who does not have a pair, enters the gate, and they sing to him:

Mother Spring walks

Through the fields, forests alone

Saying goodbye for the first time

Another time is prohibited

And the third time we will not miss you!

Then, with the edge of his hand, he separates the hands of standing pairs. the formed 2 teams measure their strength - they pull the rope.

Woodpecker.

The players choose a participant representing a woodpecker. The rest of the players approach the tree with the woodpecker and sing:

A woodpecker walks on arable land,

Looking for a grain of wheat

I didn’t find it and hammer bitches

There is a knock in the forest.

Knock-Knock!

After that, the woodpecker takes a stick and, counting to himself, knocks on the wood the planned number of times. Which of the players will be the first to correctly name the number and run around the tree so many times becomes a new woodpecker and the game is repeated.

Zarya - Zaryanica.

One of the guys is holding a pole with ribbons attached to the wheel. Each player takes the tape. One of the players is the driver. He is outside the circle. Children walk in a circle and sing a song:

Dawn - Dawn, red maiden,

Walked across the field, dropped the keys.

The keys are gold, the ribbons are blue.

One, two - do not crow

And run like fire!

With the last words of the game chorus, the leader touches one of the players, he throws the tape, the two of them run in different directions and run around the circle. Whoever grabs the left ribbon first will win, and the loser becomes the leader. The game is repeated.

Yerykalishe.

A circle is drawn. Erykalishche is chosen according to the counting rhyme. He is wearing a mask of a terrible monster. He becomes in a circle. The rest run around and sing:

Eco miracle, miracle - Yudo,

Sea Bay - Erykalishche!

Eco miracle, miracle - Yudo,

From the mountain oak - a lame abomination!

Suddenly, the player representing Erykalische jumps out of the circle, and jumping on one leg, catches the children running around. Whoever he catches, he takes him into captivity in a circle and rests. Then he is teased again, and Yerykalische, together with the captive player, jump on one leg, catching the rest. The game continues until Erykalishe and his assistants catch all the children.

Grandfather Mazai.

The players choose grandfather Mazai. The rest of the participants agree on what movements denoting work they will show him (threshing, reaping, etc.), they come up to grandfather Mazay and sing:

Hello, grandfather Mazai,

Get out of the box!

Where we were - we won't say

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

After these words, everyone depicts with movements the work that they have agreed on. If grandfather Mazay guesses correctly, the children scatter and he catches them. Whoever catches it first becomes the new grandfather Mazai and the game is repeated. If he does not guess, he is shown another job.

Thief is a sparrow.

A gardener and a sparrow are selected. The rest of the players form a circle and hold hands. The gardener goes to the middle of the round dance, the sparrow remains outside the circle. Children lead a round dance and the gardener sings:

Hey, thief - sparrow,

Don't peck my cannabis

Not mine, not yours, not your neighbor's.

I'm for that cannabis

I'll break your leg.

The gardener runs to catch a sparrow. Children let a sparrow into the circle and let it out, and the gardener can only catch it outside the circle. While everyone sings:

Our sparrow

In a gray coat

Does not go to the open field,

Cannabis does not bite

Drifting around the yard

Collects crumbs.

Having caught a sparrow, the gardener changes places with him, or a new gardener and sparrow are selected, and the game is repeated.

Owl.

One of the players depicts an owl, the rest - mice. The owl calls out:"Morning!" and then the mice begin to run, jump. Owl screams:"Day", mice keep moving. Zetem owl says:"Evening!", then the mice begin to walk around her and sing:

Oh, you owl-owl,

golden head,

That you don't sleep at night

Are you all looking at us?

Owl says night . At this word, the mice instantly freeze. The owl approaches each of the players and tries to make them laugh with various movements and merry grimaces. Anyone who laughs or makes any movement is out of the game. Whoever doesn't laugh stays in the game.

Silent.

The players choose a leader, sit around him and sing:

Horses, horses, my horses

We sat on the balcony

They drank tea, washed cups,

In Turkish they said:

Chab - chalyabi, chab - chalyabi.

The cranes have arrived

And they told us: "Freeze!"

Who will die first

He will get a bump in the forehead.

Don't laugh, don't talk

And be a soldier!

As soon as the last word is sung, everyone falls silent. The driver tries to make each of the children laugh - with movements, funny grimaces. If one of the players laughs or says a word, then he gives the driver a phantom. At the end of the game, each of the participants redeems their phantom: at the request of the driver, they perform various activities(sing, read a verse ...)

Zhmurki.

The players choose a participant representing a cat, blindfold him with a handkerchief - he is the blind man's buff, bring him to the door and sing:

Come, cat, to the threshold,

Where is the sour cream and cottage cheese!

Turn around five times

Catch mice, not us!

After these words, everyone scatters, and the cat is looking for them. Children dodge, squat, walk on all fours (however, you can’t hide or run very far!). If the cat comes close to any object that can be hit, they warn him, saying: “ THE FIRE!" . When the blind cat catches one of the children, he takes his place, and the game is repeated.

Mill.

The players stand in a circle, each participant, without leaving their place, is spinning. While everyone sings:

Run aground, run a mill,

The grinders are spinning!

Melie, meli go to sleep

And fill the bags!

At the last word of the song, everyone should stop and stand still. Whoever falls or fails to stop in time, he leaves the game, the rest repeat the song, and circle again. The most enduring remains in the circle. he wins.

Ice.

They play in winter. Children stand in a circle. The driver comes out in the middle. He jumps on one leg, and the other pushes an ice floe in front of him. They sing to him:

Captain, captain

Don't hit your feet with ice

Crooked boots!

You have a knotted nose

beam head,

Back box!

To this the driver replies:

I jump along the path on one leg,

In an old shoe

On stumps, on bumps,

Over the hills, over the hills.

Wow! By minks!

With the last words, the driver tries to get an ice floe at the feet of the players. The children jump up and down the ice. Whoever the ice touches becomes the new leader and continues the game.

Podkidy.

One of the players picks up the ball and sings:

Olya, Kolya, green oak

White lily of the valley, gray bunny

Drop it!

With the word "Drop it!" throws the ball up hard. Which of the players is the first to pick it up on the fly, he sings the same game refrain and throws the ball up.

Churilki.

The players choose two. One is blindfolded with a handkerchief, the other is given bells. Then they lead a round dance around them:

Tryntsy - bryntsy bells,

Gilded ends.

Who plays the bells -

That blind man's buff will not catch!

After these words, the player with bells begins to call them and walk in a circle, and the blind man's blind man tries to catch him. As soon as the blind man's blind man catches him, they are replaced by other players, and the game continues.

Ring.

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

I'm walking along the bench

I bury a golden ring -

In mother's teremok,

Under the father's castle.

You can't guess, can't guess!

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

Those seated answer:

We've been wondering for a long time

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

All behind strong locks,

Behind oak doors.

Then one of the players tries to guess who has the ring hidden. He is told:“A ring rolled from the red porch - through the barns, through the cages, through the barns, through the hallways. Find the golden ring!If he finds, with the one who had the ring they run around the shop. They run in different directions. Whoever comes running first becomes the leader.

Lark.

The lark sang in the sky,

He rang the bell.

frolic in silence,

Hid the song in the grass.

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


"Burn Clear"

Target: to exercise children in the ability to independently change the direction of movement with a change in the timbre of the music. Cultivate organization, develop dexterity, speed.

Game progress:

Children stand in a circle holding hands. In the middle is a child with a handkerchief in his hand.

All children go to the right in a circle, the driver waves a handkerchief.

Children stop and clap their hands. The driver jumps inside the circle. When the music ends, he stops and stands in front of two children standing in a circle.

The choir players sing a rhyme:

"Burn, burn bright,

To not go out

One two Three!"

To the words "One, two, three!" They clap their hands 3 times, and the leader waves his handkerchief. After that, the selected children turn their backs to each other and run around the circle. Everyone strives to run first, take a handkerchief from the driver and raise it high.

"Crow"

Target: move in accordance with the dance character of the music and convey the content of the lyrics of the song. Be able to expand and narrow the circle. Work out the fractional step and a variety of familiar dance movements.

Game progress:

Children stand in a circle. One child is selected in advance, representing a "crow". (He stands in a circle with everyone)

Oh guys, ta-ra-ra!

There is a mountain on the mountain

And on that mountain there is an oak tree,

And on the oak funnel.

Raven in red boots

With gilded earrings.

Black raven on oak

He plays the trumpet.

Turned pipe,

gilded,

The pipe is fine

The song is complex.

With the end of the song, "Raven" runs out of the circle, everyone closes their eyes, the "raven" runs around the circle, touches someone's back, and he himself becomes in a circle.

"Sun"

Target: act according to the lyrics. Walk in a circle, holding hands, with a calm, round dance step. Be able to expand and narrow the circle. Learn to run fast.

Game progress:

Children stand in a circle. In the center of the "sun" is a child.

Burn the sun brighter- Children walk

Summer will be hotter.- round.

I'm warmer in winter - They go to the center.

And spring is sweeter - From the center back.

And the winter is warmer, - To the center.

And spring is sweeter. - Back.

After the words "sun" (trap) catches children.

"Teremok"

Target: to develop in children the ability to convey in movement the content of a musical work. Cultivate endurance, expressiveness of game images.

Game progress:

Children stand holding hands in a circle. Pre-selected "animals" - Mouse, Frog, Chanterelle, Bunny and Bear.

Children ("teremok") go along

Circle and sing.

Here is a field, a field a mouse runs,The mouse runs around.

The children stop.

“Who, who lives in the little house?The mouse knocks, sings,

Runs into a circle.

There is a teremok in the field, a teremok.Children ("teremok") go along

He is not low, not high, not high. circle and sing.

Here is a frog running across the field,The frog jumps around.

She stopped at the door and knocked:The children stop.

“Who, who lives in the little house?The frog knocks and sings.

Who, who does not live in a high place?

Mouse. "I am a mouse - norushka, and who are you?"

Frog. "And I am a frog - a frog"

Mouse. "Come live with me!"

In the same way, "Chanterelle" and "Bunny" enter the circle. When the "Bear" approaches the tower, he says: "I'm a Bear - a trap for everyone" - all the animals scatter, and the Bear catches them.

"Owl"

Target: to develop in children the ability to expressively convey the image of the game. Learn to move easily, freely. Cultivate endurance, attention. Show creativity.

Game progress:

One of the players depicts an "owl", the rest - mice. The owl calls out: "Morning!" Immediately, the mice begin to run, jump, and make various body movements. The owl calls: "Day!" The mice keep moving. The owl says: “Evening1” The mice stand in a circle, walk around the owl and sing:

Oh you, owl - owl,

Golden head.

That you don't sleep at night

Are you all looking at us?

The owl says: "Night!" With this word, the mice instantly freeze, not moving. The owl approaches each of the players and, with various movements and funny grimaces, tries to make any movement, and leaves the game.

"Churilki"

Target: educate organization, develop dexterity, speed.

Game progress:

The players choose two children. One is blindfolded with a handkerchief, the other is given a tambourine (or a bell); then they lead a round dance around them and sing:

Bells, bells,

The bastards called.

Digi digi digi dong

Guess where the call is from?

After these words, the player with a tambourine begins to call and walk in a circle, and the blind man's blind man tries to catch him.

As soon as the blind man's blind man catches him, other players change them. The game continues.

"Baba Yaga"

Target: continue to teach fast running, develop creativity, conveying a game image.

Game progress:

The players choose Baba Yaga. She is in the center of the circle. Children walk in a circle and sing:

Baba Yaga, bone leg,- Children walk

She fell off the stove and broke her leg.- round.

Went to the garden, frightened the people.- Go to the center.

I ran to the bath- From the circle back.

Scared the bunny.

After the song, the children scatter, Baba Yaga catches the children.

"Bear"

Target: develop an emotional attitude to the game. Build patience in children. Continue to teach fast running.

Game progress:

At the bear in the forest,

Mushrooms, I take berries.

The bear doesn't sleep

Everything is looking at us.

And then how it roars

And he will run after us.

"Guess who's calling?"

Target: to develop in children timbre hearing. Exercise in the ability to independently start a movement and finish it.

Game progress:

Children stand in a circle. In the center, the driver is a “bear”.

Children walk in a circle and sing:

The bear closes his eyes. The adult offers (pointing to the child) to call the bear. The child who was chosen says: "Bear", "Bear" tries to guess the one who called him.

"Turnip"

Target: continue to teach a calm, round dance step and easy running. Cultivate endurance, expressiveness of the game

Game progress:

One of the children portrays a bear. He pretends to be asleep. Children gather mushrooms and berries, sing:

At the bear in the forest,

Mushrooms, I take berries.

The bear doesn't sleep

Everything is looking at us.

And then how it roars

And he will run after us.

The bear gets up and starts chasing the children.

"Centipede"

Target: to improve the ability of children to walk with a spring step, raising their legs high, to run easily, to walk with a stomping step. Movement to convey in the nature of the music

Game progress:

Children stand with each other and sing:

There was a centipede

On a dry track.

Suddenly it started to rain: drip!

Oh, forty paws get wet!

Easy run.

I don't need a runny nose

I'll go around the puddles.

I will not bring dirt into the house,

I shake every paw.

They walk with their feet high

Standing, shake the right leg

Left foot

There was a centipede

On a dry track

And then sank

Oh, what a thunder from the paws!

They walk like a “train” with a spring step.

They walk with a stomping step

"Trap"

Target: expressively convey the content of the music. Independently start the movement after the entry. Respond quickly to register changes, movements. Exercise in jumping, light running and simple step. To cultivate endurance, the ability to obey the rules of the game, to strengthen friendly, benevolent relationships.

Game progress:

The players stand in a circle, in different places of which 5-6 children choose. They are given colored handkerchiefs. Everyone is standing in a circle.

Children walk in a circle and sing:

Stop. Children with handkerchiefs go to the middle of the circle, move inside it with a light jump. Those standing in a circle clap their hands.

standing in a circle

"Circles"

Target: consolidate the ability to walk in a circle, recognize your comrades, develop attention.

Game progress:

The driver is selected, he is blindfolded. The players walk around the leader, standing in the middle and sing:

Get in a circle

Touch someone

Hurry up guess.

The players stop, and the driver feels the children and tries to guess and name someone.

The one whom he correctly calls by name goes into a circle, becomes the leader.

"Golden Gate"

Target: improve easy running, develop agility.

Game progress:

The participants in the game are divided into those who stand in a circle, raising their hands together. And those who run through these gates in a chain (or one at a time).

Those standing sing:

Golden Gate

Not always missed:

Saying goodbye for the first time

The second one is forbidden

And for the third time

We won't miss you!

The "gates" close and "catch" the one who remained in them. Caught inside the circle, join hands with those forming a circle, increasing the "gate".

"Grandfather"

Target: to improve walking with a calm step in a circle, easy rapid running.

Game progress:

A "grandfather" is chosen, he sits on a chair in the center of the circle. All the players walk in a circle and sing:

You are a gray-haired grandfather

Why are you sitting underwater?

Look out for a minute.

Look at least a little.

We came to you for an hour

Come on, try us.

"Grandfather" gets up and starts to catch the players who run away to their places.

"Cap" (spider)

Target:

Game progress:

A leader is chosen who squats in the center of the circle. The rest of the players walk around him, holding hands, and sing:

The driver chooses someone without opening his eyes, and changes places with him.

"Hen and cockerel"

Target:

Game progress:

Chickens:

Like ours at the gate

Rooster pecks grains - 2 times

He calls the chickens.

The “Cockerel” leaves the house, waving its “wings” - walks around the hall with its hands, then stops (found a grain) and says:

Cockerel:

You are pestrushechki, you are khokhlushechki,

I found a nut for you

I'll split the nut for everyone

By grain, by eight.

Ku-ka-re-ku!

"Chicken" waving "wings" easily run on toes to the "cockerel" and run around it. Then everyone squats and clasping their hands (palms) “peck” the grains. "Cockerel" gets up and shouts:

Cockerel:

"Ku-ka-re-ku!"

The hens get up and go home with the cockerel. With the end of the music, they sit on the perch.

"Guess who's calling?"

Target: learn to walk in a calm step in a circle, expressively convey the image of the game. Develop timbre.

Game progress:

Children stand in a circle. In the center is a leading "bear". Children walk in a circle and sing:

Bear closes his eyes.

An adult offers (shows) one of the children to call a “bear”. The chosen child says: Bear!

"Bear" tries to guess the one who called him.

"Run the Circle"

Target: learn to move in a calm step in a circle. Cultivate attention, endurance.

Game progress:

Children, together with the teacher, stand in a circle. They go in a circle and sing a folk rhyme:

Voditsa, vodka,

cold quick,

run around,

Water our meadow!

The teacher names two children standing next to each other. Children turn their backs and run in different directions. Everyone tries to run to their place first.

"Cucumber"

Target: to consolidate the skills of performing light jumps with advancement and light fast running.

Game progress:

A child in a mouse cap sits on a chair to the side. Opposite him are a group of children. The hands of the players are on the belt. Children perform a joke:

Cucumber, cucumber,

Don't go to that end.

Light jumps move towards the "trap". They stop, threaten the “trap” with a finger with the words:

The mouse lives there

Your tail will bite off.

The mouse runs after the guys, trying to catch up with them.

"Who's good with us?"

Target: to consolidate a calm step, the ability to gallop in a circle, to use familiar dance movements.

Game progress:

Children stand in a circle. In the center "Vanechka". Children walk in a circle and sing a folk song:

Who is good for us?

Who is handsome?

Vanya is good,

Vanya is pretty.

Vanya performs a spring with a turn.

Sits on a horse -

The horse will be happy.

Wave with a whip -

The horse will dance under him.

He waves his whip, walks high raising his legs.

Goes past the garden -

The garden is green

Flowers are blooming

The birds are singing.

Moves in a circle at a gallop.

Drives up to the house

Gets off the horse

Gets off the horse -

Olechka meets.

Chooses a girl.

Dancing Vanechka with a girl. The rest of the children clap their hands.

"Two grouse"

Target: To improve a calm step in a circle, easy running, expressiveness of hands.

Game progress:

The players stand in a circle holding hands. Behind the circle are two children depicting black grouse and a child - a "hunter".

Children walk in a circle and sing:

As in our meadow

Worth a cup of cottage cheese..

They stop, raise their clasped hands up. Black grouse "take off" on the words:

Two black grouse arrived

Pecked - Black grouse peck

They flew away ... - They fly away.

Sh-sh-sh-sh -

Children imitate the movements of twigs rustling in the wind of trees.

"Hunter" is catching up with "black grouse".

"Bugs"

Target:

Game progress:

Children - "bugs" stand in a circle (scattered). In the center, the driver is an adult or a child. The leader sings:

With the end of the song, the adult “catches” the bugs. If the “trap” is a child, he is reminded: “Olenka, catch the bugs.”

"Vaska the cat"

Target:

Game progress:

From among the players, “Cat Vaska” is selected and several children “mouse”. All children stand in a circle. "Cat Vaska" goes to the middle of the circle, and the children - "mice" - behind the circle.

Vaska walks gray

Fluffy white tail

Vaska the cat is walking.

Children walk in a circle to the right.

Vaska - to the left.

Sit, wash

Washes with a paw

Sings songs.

Children narrow the circle, watch Vaska wash his face. With the end of the verse, the circle is expanded.

The house will silently go around

Vaska the cat lurks,

Gray mice are waiting.

The children go to the right, the cat goes to the left.

Children make a "gate". The children of the "mouse" run through the "gate", then into the circle, then out of the circle, and the "cat Vaska" tries to catch them.

"Raise your palms"

Target: to develop the ability to perform movements according to the text of the song, to convey expressive movements for the hands; cultivate attention.

Game progress:

Children stand in a circle and sing:

Raise your palms up

And fold over your head.

What happened?

The roof came out

And under the roof we are with you!

Children fold their arms over their heads.

Raise your palms up

And then fold it in an arc.

Who came out?

Geese came out - here is one, and the second is another.

Children bend their elbows in front of them, alternately lowering their hands.

Raise your palms up

And put it in front of you.

What happened? The bridge came out

The bridge is strong and straight.

Children fold their hands in front of them one on top of the other in a “stripe”.

"At aunt Natalia"

Target: consolidate the ability to perform movements according to the text of the song. Expressively convey musical and game images.

Game progress:

Aunt Natalia's

Had seven chicks 2 times

Wee-wee, wee-wee-wee!

So they scream. 2 times

Children go in a circle.

They sit down, squeezing into a ball, their heads are raised up.

Aunt Natalia's

There were seven ducklings 2 times

Quack-quack, quack-quack-quack!

So they scream. 2 times

Children fish in a circle.

The hand is pulled back, shaking them like wings, slightly tilting the body forward.

Aunt Natalia's

There were seven goslings 2 times

Ha-ha, ha-ha-ha!

So they scream. 2 times

Children go in a circle.

Standing in place facing in a circle, show “beaks” with the help of hands

Aunt Natalia's

There were seven kittens 2 times

Meow-meow, meow-meow-meow!

So they scream. 2 times

Children go in a circle.

Stepping springily from foot to foot, the children stretch forward one or the other hand, depicting soft paws.

Aunt Natalia's

There were seven kids 2 times

Be-be, be-be-be!

So they scream. 2 times

Standing facing in a circle, depict horns (the index fingers of both hands are brought to the head)

Aunt Natalia's

Had seven puppies 2 times

Woof-woof, woof-woof-woof!

So they scream. 2 times

Hands show “ears” near the head.

Aunt Natalia's

Had seven grandchildren 2 times

La la la la la!

So they scream. 2 times

Children clap their hands.

"Jump - jump"

Target: consolidate the skills of performing light jumps moving forward, soft spring step, narrowing and expanding the circle.

Game progress:

Children stand in a circle with their hands clasped behind their backs, palm to palm, imitating a “tail”.

"Bunny"

Target: to consolidate the ability to expressively convey the image of the game, to easily jump on 2 legs, to run easily and quickly.

Game progress:

Adult: Someone scared the bunny.

The children run away.

"Geese, you geese"

Target:

Game progress:

Children are divided into two groups: children and "geese". They stand in lines facing each other.

"Wolf" and "gosling" are watching aside.

Children

Geese, you are geese

Gray geese.

Go to the geese - 4 steps.

Step back - 4 steps

geese

Ha-ha-ha, ha-ha-ha.

Ha-ha-ha, ha-ha-ha.

Go to the children - 4 steps

Go back - 4 steps

Children

Where have you been

Who did you take away?

Go ahead

Go back

geese

Ha-ha-ha, ha-ha-ha.

Ha-ha-ha, ha-ha-ha.

Go ahead

Go back

Children

We saw a wolf

He was carrying a gosling.

Going forward "Wolf with a caterpillar" run past the children. They go back.

geese

Ha-ha-ha, ha-ha-ha.

Ha-ha-ha, ha-ha-ha.

Go ahead

Go back

Children

Pinch the wolf

Save the gosling.

Go ahead

Go back

geese

Ha-ha-ha, ha-ha-ha.

Ha-ha-ha, ha-ha-ha.

mimic the movements of children

With the end of the song, "Geese" run after the "wolf" and rescue the "catsling".


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    CARD FILE "RUSSIAN FOLK GAMES"



    BELLS.
    Children stand in a circle. Two people go to the middle - one with a bell or a bell, the other - blindfolded. Everyone sings:
    Tryntsy-bryntsy, bells,
    The daredevils called:
    Digi digi digi dong
    Guess where the call is coming from!
    After these words, the "blind man's blind man" catches the dodging player.



    MOTHER SPRING
    Two children with green branches or a garland form a gate. All children say:
    Mother spring is coming
    Open the gate.
    The first of March has come
    He spent all the children;
    And then April
    Opened the window and the door;
    And how May came -
    How much do you want to play!
    Spring leads a chain of all the children through the gate and leads them into a circle.



    BURNERS WITH HANDKERCHIEF
    The players stand in pairs one behind the other. The driver is ahead, he holds a handkerchief in his hand above his head.
    All in unison:
    Burn, burn bright
    To not go out.
    Look at the sky
    The birds are flying
    The bells are ringing!
    The children of the last pair run along the column (one on the right, the other on the left). The one who runs to the driver first takes a handkerchief from him and stands with him in front of the column, and the late one “burns”, that is, drives.



    FANTAS
    The game starts like this. The host goes around the players and says to everyone:
    They sent you a hundred rubles.
    Buy whatever you want
    Black, white do not take
    "Yes" and "No" do not say!
    After that, he conducts a conversation with the participants in the game, asks various provocative questions, so that someone in the conversation utters one of the forbidden words: black, white, yes, no. The one who has gone astray gives the driver a phantom. After the game, everyone who has broken the rules redeems his forfeit.
    No more than ten people play, all participants in the game have several forfeits. Children in the game listen carefully to the questions and follow their speech.
    The moderator goes something like this:
    - What is sold in the bakery?
    - Bread.
    - Which?
    - Soft.
    - And what kind of bread do you like more: black or white?
    - Everyone.
    What kind of flour are buns made of?
    - From wheat. Etc.
    When redeeming forfeits, the participants of the game come up with a forfeit for the owner interesting tasks. Children sing songs, make riddles. Read poems, tell short funny stories, remember proverbs and sayings, jump on one leg. Fanta can redeem immediately after several people lose.
    Rules of the game. Players must answer questions quickly. The answer cannot be corrected. The host can talk to two players at the same time. When redeeming a fanta, the presenter does not show it to the participants in the game.

    Ball to the top

    The participants of the game stand in a circle, the driver goes to the middle of the circle and throws the ball with the words: "Ball up!" The players at this time try to run as far as possible from the center of the circle. The driver catches the ball and shouts: "Stop!" Everyone should stop, and the driver, without leaving the spot, throws the ball at the one who is closest to him. The stained becomes the driver. If he missed, then he remains the driver again: he goes to the center of the circle, throws the ball up - the game continues.

    Rules of the game. The driver throws the ball as high as possible. It is allowed to catch the ball with one rebound from the ground. If one of the players after the word: "Stop!" - continued to move, then he must take three steps towards the driver. The players, running away from the driver, should not hide behind objects encountered on the way.

    Game.
    Children stand in a circle, hold hands. The leader is in the center. The players walk in a circle and say in a singsong voice:
    Uncle Tryphon
    There were seven children
    Seven sons:
    They didn't drink, they didn't eat,
    They looked at each other.
    Together they did like me!
    At the last words, everyone begins to repeat his gestures. The one who repeated the movements best of all becomes the leader.
    Rules of the game. When the game is repeated, the children standing in a circle go in the opposite direction.



    Silent.
    Before the start of the game, all players say the song:
    Firstborns, worms,
    Pigeons flew
    By the fresh dew
    In a different lane
    There are cups, nuts,
    Honey, sugar -
    Silent!
    When the last word is said, everyone must be silent. The host tries to make the players laugh with movements, funny words and nursery rhymes, comic poems. If someone laughs or says a word, he gives the presenter a phantom. At the end of the game, the children redeem their forfeits: at the request of the players, they sing songs, read poetry, dance, and perform various movements. You can also play a phantom as soon as you have committed a fine.
    Rules of the game. The host is not allowed to touch the players with his hands. Forfeits for all players should be different.



    Who will throw next?

    The players line up in two lines on both sides of the court. In the center of the site there is a flag at a distance of at least 8 - 10 m from each team.
    On a signal, the players of each line throw the bags into the distance, trying to throw them to the flag. The second rank players do the same. From each line, the best thrower is revealed, as well as the winning line, in whose team the greater number of participants will throw the bags to the flag.
    Rules of the game. Everyone should drop on a signal. Leading teams keep score.
    Neighbor, raise your hand.
    The players, standing or sitting (depending on the agreement), form a circle. A driver is chosen by lot, who stands inside the circle. He calmly walks in a circle, then stops in front of one of the players and loudly says: "Hands!" the player addressed by the driver continues to sit (stand) without changing position. And both of his neighbors should raise one hand up: the neighbor on the right - the left, the neighbor on the left - the right, i.e. that hand is closer to the player standing (sitting) between them. If one of the guys made a mistake, i.e. raised the wrong hand or forgot to raise it at all, then he changes with the leading roles.
    are playing set time. The child who has never been a driver wins.
    Rules of the game. A player is considered a loser even when he only tried to raise the wrong hand. The driver must stop exactly opposite the player he is addressing. Otherwise, his command fails.



    Game "Geese"
    For the game, you need a drawing on the pavement, which depicts a goose house, a winding path, a pond.
    All children are geese. One of them is the leader. He will lead the geese from the house to the pond. All movements that the leader goose makes are repeated by the geese. The geese walk one after another, on tiptoe, pulling one or the other leg, flapping their wings, turning their heads in different directions. But at the same time, no one should leave the path, stumble. Everyone repeats after the leader: "Ha-ha-ha!"
    When the leader says: "And quickly run to the pond!", the geese run to the pond for distillation.
    Friend after Friend
    Geese walk carefully.
    The leader goes ahead
    He steps importantly so -
    Ha-ha-ha!
    Geese all follow the leader
    Waddling, step by step.
    A step will be taken, another step will be taken,
    Heads bowed low.
    Ha-ha-ha!
    Geese flap their wings
    And quickly run to the pond!



    Game "Frogs"
    On the ground or on asphalt, draw a small square - a house. Around the house - four leaves interspersed with four bumps - a pond.
    Two, four, six children can play. One of the players is a frog frog, the rest are frogs.
    The frog teaches the frogs to jump, she stands to the right of the pond, and the frogs to the left. Each frog stands on a square - a house and, carefully listening to the commands of the Frog Frog, jumps, pushing off with both legs and also landing on both legs.
    The frog commands clearly and loudly, one frog jumps, and the rest monitor whether he does it correctly. For example, the command can be: "Mump!.. Leaf!.. Leaf!.. House!.. Leaf!.. Mump!.. Mump!.." - or any other where the house, leaf and bump alternate like this , as the Frog Frog wants.
    If the frog jumped high and did not mix up a single command, he becomes next to the Frog, and if he makes a mistake, he goes to the frogs and will have to learn to jump again after everyone else.
    Funny like girls
    Agile like boys
    Green like leaves
    Bouncing like balls -
    funny,
    nimble,
    bouncy girlfriends -
    green,
    green,
    Green frogs!
    Everyone croaks and croaks
    And heard in the distance:
    Qua-qua! Qua-qua!
    Bre-ke-ke!



    Game "Sparrows"
    Before the start of the game, draw a platform on the ground, and on it - a tree with nesting houses, a window, a path, a bench, an alley. There should be as many nests on the tree as there will be children in the game. One of them will be a cat. The cat stands behind the platform anywhere.
    The guys sing a song about sparrows and fly from the path to the bench, from the bench to the alley, etc., until they say: "And on the tree from the cat - Shur! - disappeared!"
    The cat runs into the playground and tries to grab the sparrow while it flies to the nest. Caught becomes a cat, and the game continues.
    Sparrows, be afraid of the cat -

    Smolina Olga Nikolaevna

    Ekaterina Pushkareva
    Card index "Russian folk games»

    Prepared by the teacher: Pushkareva E. V.

    Cascara, 2016

    Games- a kind of school for a child. In them the thirst for action is satisfied; plentiful food is provided for the work of the mind and imagination; the ability to overcome failures, to experience failure, to stand up for oneself and for justice is brought up. In games - the key to a full-fledged spiritual life of the child in the future.

    Invaluable national treasures are calendar folk games. They are of interest not only as a genre of oral folk art. They contain information about Everyday life our ancestors - their way of life, work, worldview. Games were an indispensable element folk ritual holidays. Unfortunately, folk games today almost disappeared from childhood. I would like to make them the property of our days.

    Almost every game begins with the choice of a driver. Most often this happens with the help of a rhyme.

    The rhyme finds its ancient tradition. The habit of counting comes from the everyday life of adults. Before the upcoming business in the past, they often resorted to counting to find out whether the plan was successful or unsuccessful. This was given extraordinary importance, since it was believed that there are lucky and unlucky numbers.

    Adults were counted - children began to be counted too. After all, many children games imitate serious activities of adults - hunting for animals, catching birds, caring for crops, etc.

    There is games in which the players are divided into teams. In order to avoid disputes, we used Tongue Twisters: who do you choose? what do you choose? what will you take?

    "Like Aunt Irina's"

    Ornamental version of the famous games to repeat the gestures and grimace of the presenter. AT this case the game acquired the character of a round dance. Recorded in the Oktyabrsky district of the Chelyabinsk region.

    Those who play according to the counting rhyme choose Aunt Irina, who goes to the center of the round dance. The round dance joins hands, walks in a circle and sings:

    Like Aunt Irina

    There were seven children

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

    Everyone looked at the aunt

    Together they did this.

    Aunt Irina depicts all sorts of grimaces, stands in unthinkable poses (squats on one leg, presses his knee to his chin, etc.). All players must accurately repeat her gestures and grimaces. Whoever makes a mistake, inaccurately repeats the aunt's pose, he will replace her in the center of the circle and will show his comrades what to do.

    "Golden Gate"

    Golden Gate,

    You miss me.

    I'll go by myself

    Yes, I will take all the children.

    Soon the day ends.

    The gates are closing.

    ("Gates" close at the last word and "catch" the one who ended up in them, in order not to be caught, those walking involuntarily speed up their pace, sometimes they go on a run, and the catchers, in turn, change the speed of the recitative. The game becomes more mobile and fun.)

    "Golden Gate"

    At the beginning games choose the sun and month. They put on their respective hats, stand facing each other, join hands and raise them, forming a gate. The rest of the players also join hands and go through the gate in a string.

    Children:

    Golden Gate

    Missing not always

    Saying goodbye for the first time

    The second one is prohibited.

    And for the third time

    We won't miss you!

    The gates close at the last word and catch the one who at that moment was passing through them. Children, knowing that the gates close at the end of the poem, rush to quickly slip through them. The caught player stands in a circle towards the sun and the moon and the game continues until all players are caught.

    "Cams"

    The cuckoo walked past the net,

    And behind her are small children,

    Kuk mak, kuk mak - remove one fist!

    The players clench their fingers into fists. The driver starts counting playing:

    This continues until one of the players removes both fists. Now he's either getting out games, or performs the task of the players (dances, jumps on one leg, crows, etc.).

    "Ring"

    Children sit on a bench and hold their palms folded in a boat in front of them.

    The driver clamps a ring or a coin in his “boat” and passes by each participant in turn (you can do it more than once by putting his palms in the palms of the players. Imperceptibly he shifts the “ring” to one of them, and then pronounces:

    "Ring-ring, come out on the porch".

    The task of the player who received the ring is to get up and go out, while becoming the driver. The task of the rest is to have time to keep it.

    "Brook"

    This game was known and loved by our great-grandmothers and great-grandfathers, and it has come down to us almost unchanged. There is no need to be strong, agile or fast. This game is of a different kind - emotional, it creates a mood, cheerful and cheerful.

    The rules are simple. The players stand one after another in pairs, usually a boy and a girl, a boy and a girl, join hands and hold them high above their heads. From clasped hands it turns out long corridor. The player who did not get a pair goes to "origin" stream and, passing under clasped hands, looking for a mate.

    Holding hands, the new pair makes their way to the end of the corridor, and the one whose pair was broken goes to the beginning "brook". And passing under clasped hands, he takes away with him the one he likes. So "streamlet" moves - the more participants, the more fun the game, especially fun to play with music.

    "Prince - King"

    (children walk in a circle).

    Pull up the gate, pull up the gate,

    Tsarevich - king's son, prince - king's son (raise hands).

    He chooses a princess, he chooses a princess,

    Tsarevich - king's son, prince - king's son (hands unhooked)

    Bow to the princess, bow to the princess,

    Tsarevich - king's son, prince - king's son (bow to each other)

    Walking around the countryside, walking around the countryside,

    Tsarevich - king's son, prince - king's son

    (clap hands).

    "Cat & Mouse"

    The driver in the cat's hat sits in a circle, the rest of the children walk around on their toes and sentenced:

    The cat guards the mice

    She pretended to be asleep.

    Quieter mice do not make noise,

    Don't wake up the cat!

    driving:

    Tired! I get up,

    I'll catch everyone now!

    Children scatter, the leader catches them. The game is repeated 2-3 times with a change of driver.

    "Owl"

    Leading - "owl". A circle with a diameter of 1.5 m is depicted on the site - this is a nest "owls". She stands in a circle, hands on her belt, elbows back, back straight. Players join hands, forming around "owls" big circle. On a signal, the children walk sideways with a side step.

    Children:

    Oh you owl-owl,

    You are a big head!

    You are sitting on a tree

    You fly at night, you sleep during the day.

    The day is coming, everything is alive!

    Children depict butterflies, beetles, mice. They stand on their toes and run in different directions, approaching the nest. "owls".

    Leading:

    The night is coming

    Everything falls asleep.

    Children freeze in place in various poses. The owl flies out to hunt, vigilantly examines the player and sends those who have the wrong posture to the bench. After 3-6 sec. A command is given "Day" and the game continues.

    In the end games are called players who never got caught "owl". As soon as she catches three mice, the game stops. A new one is chosen "owl", the caught players are returned to the circle. The game is repeated 2 times.

    "Traps with Ribbons"

    According to the counting trap, a trap is selected (which becomes in the center, the rest stand around it, hold hands. At the signal of the teacher, the children begin to move to the right side.

    Children:

    Winter has come

    The cold brought

    We note winter

    We play traps

    One, two, three, catch!

    After these words, the children scatter around the gym. The trap catches them by collecting ribbons. Caught children step aside. When the trap catches 2-3 players, the game stops. A new driver is chosen, the game is repeated.

    "Friendship"

    Children stand in a circle, hold hands. At the signal of the teacher, they begin to move in a circle to the right, saying at this:

    We're going in circles

    Let's find a friend

    Let's find a friend

    Let's find a friend

    At the end of the text, the children stop. teacher He speaks:

    One, two, three, find yourself a friend!

    After these words, the children should find a friend for themselves, divided into pairs. The player who did not have enough pair stands in the center of the circle. The music turns on, under which the player performs any dance movements, the rest clap their hands.

    On the last iteration games teacher can pronounce:

    “No one should be bored, we will all dance”.

    In this case, the dance movements are performed by the children of the whole group.

    "Rooster"

    All players stand in a circle and hold hands. Players go in a circle, a rooster in a circle. Children pronounce nursery rhyme:

    Tuh - tuh

    Tu-ru-ruh!

    A rooster walks around the yard.

    Himself with spurs tail with patterns.

    In the courtyard stands the loudest shouting!

    Rooster: Ku - ka - re - kuuu!

    Everyone scatters, the rooster catches the children, the one who is caught becomes a rooster.

    "Burners"

    Players are arranged in pairs, holding hands and forming a column. The driver is in front. Everyone speaks loudly in unison sing:

    Burn, burn bright

    To not go out.

    Burn, burn bright

    To not go out.

    Look at the sky

    The birds are flying.

    The bells are ringing!

    One, two, three - run!

    At the word "run" those standing in the last pair open their hands and rush to the beginning of the column, running around it from different sides (one on the left, the other on the right, and the leader tries to catch one of them before the couple, having met, again join hands.

    If this succeeds, then together with the caught player, the driver stands in the first pair of the column, and the one who was not caught becomes the driver.

    "Mousetrap"

    Everyone stands in a circle, holding hands - this is a mousetrap. One or two - "mice". They are outside the circle. Holding hands and raising them up, move in a circle with words:

    Oh, how tired the mice are,

    Everyone ate, everyone ate!

    Beware, cheaters

    We'll get to you!

    Let's close the mousetrap

    And we'll catch you right away!

    During the pronunciation of the text, "mice" run in and out of the circle. With the last word "the mousetrap slams" - they lower their hands and squat down. The "mice" that did not have time to run out of the circle are considered to be caught and stand in a circle. Other mice are selected.

    "Frost-Red Nose"

    Description games: along the edges of the playing area, the boundaries of two "houses". In one of them the players gather. The driver, that is, Frost-Red Nose, gets up in the middle of the site and He speaks:

    I am Frost - Red nose,

    I freeze everyone indiscriminately,

    I'll deal with everyone soon

    Who decides now

    Go on a long journey!

    The players chant back:

    We are not afraid of threats

    And we are not afraid of frost!

    And then they run in the opposite direction. "house". Frost is trying to catch up with them and "to freeze"; those whom he manages to touch with his hand freeze in place. At the end of the run, they either drop out of games or remain in "frozen" position for subsequent rounds. In this case that one wins who will be the last to escape the touch of Frost.

    "Dudar"

    move games: the driver - the dudar, representing the patient, becomes in the center of the circle, the players go in a circle with words, after answering the question "What hurts?", the players take up the named places from a neighbor in a round dance and again go in a circle with words. It is necessary to hold on tightly to the named parts of the body, preventing the circle from opening.

    game text:

    "Dudar, dudar, dudarische,

    old, old, old man,

    Him in the deck, him in the raw,

    Fool, dudar,

    What hurts?" - "Head!"

    The final games: when the driver gets tired, to the question "What hurts?", he answers "Nothing hurts!". The players answer “Here they are!”.

    "Freezing"

    This is a round dance game with tag elements. Leading - "Frost"- choose a rhyme. After that, the children form a circle, in the center of which stands Frost. The guys dance and read poem:

    Zimushka-Winter is coming,

    She has a white hair.

    Three aunts go with her -

    White undershirts:

    Blizzard, Blizzard and Snowstorm.

    Those aunts have a servant:

    Furious Uncle Frost,

    Whoever grabs - he froze!

    Then the children scatter in different directions, and the driver tries to catch up with them and "to freeze" (to touch). The tagged must freeze in place, and other players can free them by hitting them with snowballs, while at the same time trying not to get caught by the evil one "Frost". The game ends when one smartest player remains, who becomes the next "Frost".

    Snowman

    Snowman: I, guys, are a snowman,

    I'm used to snow and cold.

    I'm not a simple snowman

    And cheerful, mischievous.

    I really like to play

    Run, jump, chase!

    On the ground (semi) Draw a circle with a snowman in the middle. It is his "house". Children are close to "at home". As soon as the Snowman uttered the words, the children scatter, the Snowman catches them and takes them to "house". The game can be played with a tambourine; end the action of the Snowman when the tambourine stops sounding.

    Snowflakes

    The players form several small circles of 3-4 people - "snowflakes". Snowflakes, hands joined, easily run in a circle, pronounce the words:

    We are snowflakes, we are snowflakes

    Very white fluff

    We're flying, flying in circles.

    We like each other very much.

    caregiver: The wind blew - scatter,

    Don't get lost in the air!

    Next comes the tambourine "snowflakes" scattered across the area. As soon as the tambourine stops sounding, "snowflakes" should get together in a circle. Ta "snowflake", which gathered first, wins.

    "Cap (spider)»

    You need to choose a driver who squats in the center of the circle.

    The rest of the players walk around him, holding hands, and sing:

    cap, cap,

    thin legs,

    Red boots.

    We fed you

    We fed you

    put on their feet,

    Forced to dance. (After these words, everyone runs to the center, lifts the driver, puts him on his feet and again forms a circle).

    Clap your hands, sing:

    Forced to dance.

    (The driver starts spinning with his eyes closed)

    Everybody sing:

    Dance, dance as much as you want

    Choose who you want!

    The driver chooses someone without opening his eyes, and changes places with him.

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