Card file (senior group) on the topic: Card file of folk games. Card file (middle group) on the topic: Card file of folk games

Site arrangement 10.10.2019
Site arrangement

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 in the last pair separate and run around those 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 Yerykalishe, 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 in opposite directions. Whoever grabs the bell first becomes the Lark. The game is repeated.


Folk games for preschoolers

HISTORY OF RUSSIAN FOLK GAMES

The culture of each nation includes the games created by it.
For centuries, these games have accompanied Everyday life children and adults, develop vital qualities: endurance, strength, dexterity, speed, instill honesty, justice and dignity.
Russian folk games have thousands of years of history:
they have been preserved to this day since ancient times, passed down from generation to generation, incorporating the best national traditions.
In addition to preserving folk traditions, games provide big influence on the education of character, willpower, interest in folk art among young people and develops physical culture.

EXPLANATORY NOTE

Folk game - a game that is implemented on the principles of voluntariness, spontaneity under special conditions of agreement, popular and widespread at a given historical moment in the development of society and reflecting its characteristics, undergoing changes under various influences: socio-political, economic, national. The folk game, being a phenomenon of folk culture, can serve as one of the means of introducing older children to folk traditions, which, in turn, is the most important aspect of educating spirituality, forming a system of universal values; in the current situation community development appeal to folk origins, to the past is very timely.
The folk game contributes to the development of the necessary moral qualities in children of older preschool age, always in conjunction with qualities related to the physical, mental, labor and other aspects of culture. A wide variety of games can be used to form a culture of communication in older preschool children. Thus, including the folk game in the educational process, the educator unobtrusively, purposefully introduces children into the world of folk culture, teaching children the culture of communication.
The peculiarity of the folk game as an educational tool is that it is included as a leading component in folk traditions: family, labor, family, festive games and others. This allows an adult to unobtrusively, purposefully introduce children into the world of folk culture, ethics, human relations. It is no coincidence that the gaming experience of older preschool children certainly includes a variety of folk jokes, game counting rhymes, folk mobile, comic and other games with peers and adults.
Folk outdoor games affect the education of the will, moral feelings, the development of intelligence, speed of reaction, and physically strengthen the child. Through the game, a sense of responsibility to the team is brought up, the ability to act in a team. At the same time, the spontaneity of the game, the lack of didactic tasks makes these games attractive "fresh" for children. Apparently such wide application folk outdoor games and ensures their safety and transmission from generation to generation.
AT folk 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, undeniable game folklore.
The main condition for the successful introduction of folk outdoor games into the life of preschoolers has always been and remains a deep knowledge and fluency in an extensive game repertoire, as well as the methodology of pedagogical guidance. The educator, creatively using the game as an emotionally figurative means of influencing children, arouses interest, imagination, seeking active fulfillment game actions. Folk games in combination with other educational means are the basis initial stage formation of a harmoniously developed personality, combining spiritual wealth, moral purity and physical perfection. This is the relevance of the topic of my work.

Objective: introducing children to the folk culture of the peoples of Russia.
Using folk games in the work, it is necessary to simultaneously implement the following tasks:
To acquaint with folk holidays included in Russian folk calendar; with the history of their occurrence; to cultivate a desire to adopt and preserve folk traditions.
Develop coordination of movements, muscle tone, artistic skills.
Contribute to the development of initiative, organizational and creativity.
A fairly well-known saying: if you want to know the soul of a people, take a closer look at how and with what their children play. The game accompanies a person from the cradle. Scientists have long noticed that it is children's games that help to visualize the hoary antiquity. Much of what was typical of everyday life has disappeared over the centuries, but something has been preserved only in children's games.


RELEVANCE
Folk games are a natural companion of a child's life, a source of joyful emotions, which has great educational power. Unfortunately, folk games have almost disappeared, so the task of the teacher is to make this type of activity a part of children's lives.
The practical significance of this card file lies in the fact that it creates the conditions for the revival of folk games and helps to make children's leisure meaningful and useful.


GOAL: introducing children to the folk culture and culture of the peoples of Russia.
TASKS:
1. Introduce folk holidays included in the Russian folk calendar; with the history of their occurrence; to cultivate a desire to adopt and preserve folk traditions.
2. Develop coordination of movements, muscle tone, artistic skills.
3. Promote the development of initiative, organizational and creative abilities.

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
(gesturing)
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 leads 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 in the last pair separate and run around those 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 the red one.
If there is no red paint, the owner says:
- 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 shout 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! the 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'll 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?
-To throw at your children!
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!
Kar-r-r! - the raven shouts 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!" - says the shepherd, 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 track, here is a sheep track ..”
Approaches the wolf and asks:
- Wolf, have you seen my sheep?
-What are they?
- White ones.
- Ran along the white path. (sheep 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 Yerykalishe, 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. The owl calls "Day", the mice keep moving. Zetem the 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 actions (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: "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. They say to him: “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: "He who finds a song will be happy for a whole year." The two run around the circle, moving in opposite directions. Whoever grabs the bell first becomes the Lark. The game is repeated.

Roll a loaf
They close their eyes to one of the children, turn around several times and sing:
Roll a loaf
Turn around, come on
To the forest-kuroles.
I'll climb into the garden
I'll break the weave
I will dig the ridges.
Speak, blind
Where to head?
The child must guess and name the place where he turns his head. If he guesses correctly, another participant takes his place.

Barin
Children sit in a circle. Inside the circle are two chairs with their backs to each other. They choose a master-master, he walks inside the circle.
Children.
The gentleman walks in a round dance,
The master is looking for a girl.
(The master takes one of the girls by the hand and leads him into a circle)
Children. Found!
Barin. Is my girl good?
Children. Good, hardworking, beautiful. Sit down (The master and the girl sit on chairs with their backs to each other.) One, two, three! (On the count of “three”, the master and the girl turn their heads, if they turn in one direction, the master and the girl become a couple, if they are different, it means no luck)

Hello grandfather Prokop!
Children stand in a circle. They choose Grandfather Prokop, he stands in the center of the circle.
Children. Hello Grandpa Prokop! (They go to the center of the circle, bow) Haven't the peas ripened yet? (Back to original position) Oh! Oh! Oh! Oh! Delicious sweet peas! (rhythmically stomping)
Grandpa Prokop. No, not ripe, just planted, it needs rain.
Children. Rain, pour rain, there will be a glorious harvest (raise and lower hands imitating trickles of rain) Hello Grandfather Prokop! (Go to the center of the circle, bow) Are your peas ripe? (Back to original position) Oh! Oh! Oh! Oh! Delicious sweet peas! (rhythmically stomping).
Grandpa Prokop. No, not ripe, just poured. Warmth, sunshine.
Children. The sun is red, warm it up, there will be a glorious harvest! (draw the sun in the air with both hands.) Hello, Grandfather Prokop! (go to the center of the circle, bow) Haven't the peas ripened yet? (returning to their original position) Oh! Oh! Oh! Oh! Delicious sweet peas! (rhythmically stomping)
Grandpa Prokop. Ripe! It's time to pray! (they walk towards each other, imitating threshing peas) Threshed!
Everyone runs away, Grandfather Prokop catches up.

Gold
Children stand in a circle, one child squats in the middle and closes his eyes. Children stretch one hand to the center, opening their palm, and the leader with the words:
Geese-swans flew
They lost gold
And the guys ran
And collect gold
One of the children is given "gold" in his hand. Children clench their hand into a fist and quickly turn it over. The person sitting in the center of the circle gets up and tries to guess who has the "gold" in his hand. Everyone counts to three out loud. If the driver did not guess correctly, then the child with the words “Here is gold!” runs away, and he catches up with him.
CONCLUSION:
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 bear in the forest"

Target: Develop attention, dexterity, navigate in space.

Game progress: The bear, chosen by lot, lives in the forest. Children go to the forest for mushrooms and berries and sing a song:

From a bear in the forest, I take mushrooms, berries,

The bear is frozen on the stove!

When the players uttered the last words, the bear, which had been dozing until now, begins to toss and turn, stretch and reluctantly leave the den. But then the bear suddenly runs after the players and tries to catch someone. Caught to become a bear.

Rules of the game: The bear leaves the den only after pronouncing the last words of the beginning. Children, depending on the behavior of the bear, may not immediately run to their house, but tease him with a song.

"Swan geese"

Target: Develop figurative movements, educate endurance.

Game progress: Participants choose a wolf and a master, the rest are geese-swans. On one side of the site is a house where the owner and geese live, on the other, a wolf lives under the mountain. The owner releases the geese into the field for a walk, to pinch the green grass. Geese go quite far from home. After a while, the owner calls the geese. There is a roll call between the owner and the geese:

· Geese-geese!

Ha-ha-ha.

· Do you want to eat?

Yes Yes Yes.

· Swan geese! Home!

Gray wolf under the mountain!

· What is he doing there?

Ryabchikov pinches.

Well, run home!

The geese run into the house, the wolf tries to catch them. Those caught are out of the game. The game ends when almost all the geese are caught. The last remaining goose, the most dexterous and fastest, becomes a wolf.

"Wave, wreath"

Target: teach children to dance; practice running.

Game progress: Children and the teacher stand near a tree, around which you can form a circle and dance. The teacher says:

“You guys are the leaves from which I will weave wreaths.

The breeze blew, the leaves scattered children run around the playground.

At the signal of the educator: “Wave, wreath! Curl, wreath! Don't get confused!"(children run to the teacher). The teacher helps to form a circle. Together with the teacher, the children dance around the tree, saying rhyming lines:

Let's go out, let's go for a walk, take a walk in the garden,

We will collect leaves, make a wreath.

We will pick up a lot of leaves, yellow and red,

And we will weave wreaths from different leaves.

"Fishermen and Fish"

Target: Develop agility and speed.

Game progress: The guys become in a tight circle and one considers:

Behind the glass mountains, stands Vanya with pies.

Hello Vanechka my friend, how much does a pie cost?

A pie costs three, but you will drive!

According to the counting rhyme, the guys choose two guys - “fishermen”, the rest are “fish”.

They dance and sing:

“The fish live in the water, there is no beak, but they peck.

There are wings, they don’t fly, there are no legs, but they walk.

Nests are not made, but children are taken out.

Having finished the song, the "fish" scatter in different directions. "Fishermen" join hands and catch "fish". The “fish” caught by the “fishermen” (the fish that the fishermen take with their hands tossing is considered to be caught) make up a “net” with the fishermen. They join the fishermen and catch the remaining fish.

Playing with the "rooster"

Target: Be able to show the image, act clearly after the clap.

Game progress: Children stand facing each other. In the center is a child in a cockerel's hat. The text of the nursery rhyme is pronounced and movements are performed.

Ruh-tuh-tuh-tuh!

A rooster walks around the yard.

Himself - with spurs,

Tail - with patterns!

Under by the window,

Screams all over the yard

Who will hear

That beat!

- Ku-ka-re-ku!

Children walk in a circle, raising their legs bent at the knees high and flapping their wings. "Rooster" also goes in a circle, but in the opposite direction. Children turn around to face in a circle, continuing to wave their “wings”. The "rooster" stops in the center of the circle, flaps its "wings" and cries. The children scatter, the "rooster" tries to catch up with them.

"Ordinary bugs"

Target: Learn to navigate in space, dexterity.

Game progress: One of the players, blindfolded, is blindfolded, taken to the middle of the room and forced to turn around several times, then they ask:

· Cat, cat, what are you standing on? At the pot.

· What's in the pot? Kvass

· Catch the mice, not us!!!

After these words, the participants in the game scatter, and the blind man's blind man catches them. Whom he caught, he becomes a blind man's blind man.

Rules of the game: If the blind man's blind man comes close to any object that can be hit, the players must warn him by shouting: Fire! You can not shout this word in order to distract the blind man's blind man from a player who cannot escape from him. Players are not allowed to hide behind any objects or run very far. They can dodge blind man's buff, squat, walk on all fours. The blind man's blind man should recognize and call the caught player by name without removing the bandage.

cat and mice»

Game progress: The players (no more than five pairs) stand in two rows facing each other, join hands, forming a small passage-hole. Cats are in one row, mice are in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat has caught the mouse, the players line up. The second pair starts the game. The game continues until the cats catch all the mice.

Rules of the game: The cat must not run into the hole. The cat and mice should not run far from the hole.

"Gaming"

Target: Develop imagination and attention.

Game progress: Children stand in a circle, hold hands. The leader is in the center, the players walk in a circle and say the words in a singsong voice:

Uncle Tryphon

There were seven children

seven sons

They neither drank nor ate

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.

"Mail"

Target: Develop creativity and imagination. Know how to improvise.

Game progress: The game begins with the roll call of the driver with the players:

· Ding, ding, dan!

· Who's there?

· Mail!

· Where?

· From the city…

· What are they doing in the city?

The driver can say that they are dancing, singing, jumping, etc. in the city. All players must do what the driver said. And the one who performs the task poorly, gives a phantom. The game ends as soon as the driver collects 5 forfeits. The players whose forfeits are from the driver must redeem them. The driver comes up with interesting tasks for them. Children read poetry funny stories, remember riddles, imitate the movements of animals. Then a new driver is chosen and the game is repeated.

"Dawn"

Target: Develop attention, dexterity, speed.

Game progress: The children stood in a circle, holding their hands behind their backs, and for one of the players, he charges from behind with a ribbon and says the words:

Dawn - dawn

Red girl.

Walked across the field

Dropped the keys.

Golden keys.

Ribbons are blue.

Went for water!

Movement. With the last words, the incoming person carefully puts the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game.

1. Runners must not cross the circle.

2. The players do not turn around while the driver chooses who to put a tape on his shoulder.

"Bell Game"

Target: Teach children to move in a circle, improvise to music.

Game progress: Music sounds. Children stand in a circle holding hands.

In the center of the circle is a child with a bell. With the beginning of singing, they go in opposite directions. A child with a bell sings:

I walk with a bell

I look at the kids

golden bell

Who will dance with me?

At the end of the song, the child with the bell chooses who he will dance with. Two children dance to any dance music. The selected child becomes the leader.

"Vanya, Vanya - simplicity"

Target: To teach children to dance back and forth with their backs, to bring joy to children.

Game progress: Children stand in a circle, hold hands. The following moves through the text:

"Vanya, Vanya - simplicity!

Bought a horse without a tail.(children walk in a circle, holding hands in a forward direction)

Sat back to front(without turning around, we change the direction to the opposite. That is, the children walk in a round dance, with their backs forward)

And went to the garden.

Didn't make it to the mountain

Mosquitoes bitten!(children turn to each other and tickle each other)"

The game is always very fun, moving. Children pronounce the words with a smile, as they are already looking forward to a cheerful tickle, they laugh. Willingly repeat the process of the game several times. During the game, the general emotional background of the children's team rises.

Target: Development of auditory attention

Game progress: One participant of the game becomes in a circle and closes his eyes. Children walk in a circle without holding hands and say:

We gathered in an even circle

Let's turn back together,

And how shall we say-jump-jump-jump!

Rules: 1. The words "skok, skok, skok" are sung or spoken only by the one pointed out by the leader.
2. The driver does not have the right to open his eyes until the recitative ends.
3. If the driver did not guess twice, he is replaced.

Metelitsa»

Target: Learn to navigate in space, move in accordance with the text.

Game progress: The players stand in a circle and, without leaving their place, begin to spin, singing:

Blizzard, blizzard,

Snow is spreading across the field!

Who is spinning, spinning -

He will swoon!

At the last word of the song, everyone should stop and stand without moving. Whoever falls, or fails to stop in time, is out of the game. The rest sing the song again and spin around. The most enduring remains in the circle. He wins.

"Woodpecker"

Target: Learn to listen to the words to the end, run in pairs.

Game progress: Children stand in pairs and form a circle. A woodpecker stands in the middle of the circle. Children walk in a circle and say:

A woodpecker walks by the granary,

Looking for a grain of wheat.

Woodpecker says: And I'm bored alone

Whoever I want, I'll take!

Then he starts catching pairs.

"Wolf and Sheep"

Target: Learn to imitate the movements of animals, develop dexterity and speed.

Game progress: One of the players is a wolf, the rest are sheep. The wolf sits in the den. Sheep approach him, holding hands:

"Let us walk in your forest, wolf!"

Wolf allows: "Walk, walk! Just don’t pinch the grass, otherwise I will sleep soundly! The sheep make a promise and go to run on the lawn. Soon they forget about the promise and begin to pluck the grass:

We pinch, we pinch the grass, the green ant.

Grandma on mittens, grandfather on a caftan!

And for the gray wolf - a shovel of mud!

The wolf catches the sheep. Sheep hide in the house.

"Zlyuchka"

Target:

Game progress: Zlyuchka sits in a corner and dozes. The players lead a round dance and tease the snarky:

The clock strikes once

The clock strikes two

The clock strikes three! Bitch come out!

We are waiting for you, we will sing a song!

Zlyuchka gets angry and runs out. To save themselves from Angry, children can stand on any object and say “chick-truck”.

"Baba Yaga"

Game progress: Baba Yaga stands on the sidelines. Children approach her, holding hands and teasing:

Angry Baba Yaga,

Wooden head!

Crochet nose, drawer belly!

Bitch, get out!

We are waiting for you! Run run!

Zlyuchka-dryuchka, Fu-you, well-you!

Hands - hooks, legs are bent!

Baba Yaga catches the players. They hide in the house.

"Grandfather Horn"

Target: Learn to navigate in space, run without colliding with each other

Game progress: The players are divided into two groups and take places on opposite sides of the site. Grandfather-Rock sits in the house and asks from it:

"Who's afraid of me?" Children answer: "None".

Then they tease: “Grandfather Horn, eat a pie with peas! » and start running from one house to another. Grandfather Horn catches them.

"Ocean is shaking"

Game progress: Chairs according to the number of players are placed in a circle with their backs inward. All participants are fish. One is the leader. Children sit on chairs. At the command of the leader "Ocean is shaking!" the fish begin to move in a circle around the chairs. On command "The sea is quiet!" children take their places. The driver also sits on a chair. Who did not have enough chair, he leads.

"Tube"

Target: Learn to navigate in space.

Game progress: Children stand in a circle, choose a blind man's buff. He is blindfolded and given a paper tube in his hand. Children walk in a circle and talk to the blind man:

- Cat, cat, where are you?

- On the stove!

- What are you drinking?

- Kvass!

- Catch us for three years!

The circle stops. Zhmurka touches the player with a tube and asks: “Who are you?” the child replies: "Meow!" The blind man's voice must guess who it is.

"Confusions"

Target: Bring joy and happiness to children

Game progress: The players become a chain, holding on to each other. The driver (teacher) runs, turning in different directions. Who could not resist, fell - confusion. He is out of the game. The game continues until the top three are left.

"Paints"

Game progress:

Participants of the game choose the owner and two buyers. The rest of the players are paints. Each paint invents a color for itself and quietly whispers to the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers. Buyer knocks:

Knock Knock!

Who's there?

Why did you come?

For paint. For what?

For blue.

If there is no blue paint, the owner says: "Walk along the blue path, find blue boots, wear them and bring them back." If the buyer guessed the color of the paint, then he takes the paint for himself.

Goes for the second time, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most colors wins. If the buyer did not guess the color of the paint, the owner can give a more difficult task, for example: Jump on one leg along the blue track.

Rules of the game: The buyer who guessed more colors becomes the owner.

"Herd"

Target: Perform movements in accordance with the text, develop speed and speed of reaction

Game progress: The players choose a shepherd and a wolf, and the rest choose 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

dew sweet,

Drive the herd into the field

Walk freely!

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

Rules of the game. During the run, the sheep are not allowed to return to the house from which they left. The wolf does not catch the sheep, but salutes with his hand. The shepherd can only shield the sheep from the wolf, but must not stop him with his hands.

"Owl"

Target: Learn to act in accordance with the words, to be attentive.

Game progress: From among the players stands out "owl". Her nest is away from the site. The players on the court are randomly placed. "Owl" - in the nest. At the leader's signal: “The day is coming, everything comes to life!”- children begin to run, jump, imitating the flight of butterflies, birds, bugs, etc. On the second signal: “The night is coming, everything freezes - the owl flies out!”- the players stop, freeze in the position in which they were caught by the signal. "Owl" goes hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players. Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.
After 2-3 exits of the “owl” to hunt, it is replaced by new drivers from among those who have never caught it.

Directions. Before the start of the game, the teacher talks about the habits of the owl, that she sees well at night. Warns that the owl must monitor all insects at the same time.

The rules forbid the "owl" to watch the same player for a long time, and the caught one to escape.

"Birdman"

Target: Learn to pronounce words clearly and smoothly, imitate singing different birds.

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

In the woods, woods,

In a green oak

The birds sing merrily

Hey, the birder is coming!

He will take us into captivity

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 mimics the bird's call and the player's name. The player becomes a birder.

Rules of the game: Players should not hide behind objects on the way. Players are required to stop on the spot exactly on the signal.

"Top Top"

Target: Be able to navigate in space, find a mate.

Game progress: Children say the words:

- Top, top on horseback,

creak, creak on a sleigh,

we're going to grandma's for pancakes"

We form pairs and stand next to each other. Whoever stands in front takes his hands back and gives them to the one standing behind, the children move, raise their knees high. Holding hands, turn to face each other, calmly spinning to the right and left. When repeated, they change places.

"Reindeer"

Target: Respond to signals in time, learn not to collide with each other.

Game progress:

Two bears are selected by a counting room, the rest are deer. They live near the bushes, and the bears are opposite. We hit the tambourine, the children-deer raise their hands-horns up and move around the site. At the word "Polar Bear" - deer run away to their yurts. If the bear touches the back of the deer, the child comes out, he is caught.

"The Shepherd and the Flock"

Children depict a herd (cows or sheep) and are in a barn (beyond a conditional line). The driver is a shepherd, he is wearing a hat, a whip behind his belt, a horn in his hands, and is a little further away from the herd. At the signal "Horn!" (whistle or music) all animals calmly leave their houses, run, jump, walk around the pasture, at the signal "Home!" everyone returns to their homes.

"Brook"

The players line up in pairs one after another. Every couple
holding hands, raises them up (forms a "gate"). The last pair passes through the formation of the players and stands in front. Etc.

The game is played at a fast pace. They play until they get bored.

"Cabbage"

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 rock

I am amusing small 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.

"Geese-geese"

The "mistress" and the "wolf" are selected. The rest of the players are "geese". The "mistress" calls the geese, the "geese" answer her.

Geese-geese!

Ha-ha-ha

Do you want to eat?

Yes Yes Yes!

Well, fly home!

Gray wolf under the mountain
Doesn't let you home
sharpens teeth,

He wants to eat us!

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

The "geese" scatter, the "wolf" catches them. When the "wolf" catches all the "geese", the "mistress" tells him:

- Wolf, you have on yard many pigs and other animals. Go chase them away.

"Wolf" asks her to drive them away. The “mistress” pretends to drive the animals away three times, but she cannot drive them all away. Then the “wolf” goes to drive them away himself, and the “hostess” at this time takes the “geese” home.

"Salki"

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,” the 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.

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.

"Jump Rope"

One of the players takes the rope and spins it. 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.

"Cuckoo"

Target: Learn to dance step, recognize the voice.

Game progress: Children stand in a circle. In the center is the driver with closed eyes.

Children walk in a circle and sing:

To us a cuckoo in the garden

Arrived and sings

You cuckoo don't yawn

Guess who cuckoos"

The teacher points to anyone in the circle. The child sings "Ku-ku."

"Cheerful Cow"

Children stand in a circle, the driver stands in the middle and says the words:

I am a cow, I am a cow
I walk in the meadow
I sing a song loudly, and who now I butt,
He, too, will say "Moo-u-u!"


The cow walks in a circle, shaking her head, showing "horns" by putting out her index finger and little finger. Approaches one of the children and tries to "butt" him. The child says “Moo!” and stands behind the cow. The game is repeated. Children go butting other children until they have collected them all.

"Vaska-cat"

Game progress: For the game, "Vaska-cat" and several "mice" are selected. All children stand in a circle and hold hands. The mice go outside the circle, the cat goes in the middle.
Depending on the content of the couplets, the cat walks in a circle, closes its eyes, straightens its claws, shows its teeth, walks on its toes, listens for mice scratching somewhere.
At the end of the song, pre-assigned children, having separated their hands in several places in a circle, form gates-passages. The cat starts to catch mice by running through the gate, and the mice run away from him. The game ends when the cat catches the agreed number of mice, for example 3-4.

Vaska walks gray, fluffy white tail walks in a circle

Vaska the cat is walking

He sits, washes, wipes himself with his paw, sings a songpurring, doing

movements

The house will inaudibly bypass, lurk at the gate,Goes beyond

Gray mice are waitingcircle, sit down

squatting

Mice, mice, that's the trouble, scatter in all directions catches mice

The cat will catch everyone

"The deer has a big house"

Target: develop the ability to use mnemonic techniques to memorize text.
The deer has a big house(arms crossed over head)
He looks out his window(hands in front of face)
Hare running through the forest(depict a hare)
Knocks on the door to him -(imitate knocking).
Knock, knock open the door
(point with the thumb over the hunter's shoulder).
There's an evil hunter in the forest
Hare, run hare, give a paw
(hold out hand forward).
Words are repeated 3-4 times with an increase in tempo.

"Lamb"

Children walk in a circle and sing. In the center is the driver "Lamb"

You are a gray lamb

You are a white lamb

We fed you

We fed you

You do not butt us

play with us

Rather catch up.

When the song ends, the children run away. The lamb is catching.

Whoever is caught plays the role of a lamb.

"Vegetables"

Game progress: Children walk in a circle holding hands. In the center of the circle, the driver

blindfolded.

Everyone sings:

Somehow in the evening in the garden

Turnip, beetroot, radish, onion

Decided to play hide and seek

But first we stood in a circle

They stop, count by bending their fingers

The driver is spinning .

Settled right away

One, two, three, four, five,

Hide better

Hide deeper.

Well, you go looking.

Children squat, the driver goes to look.

Trying to find and guess by touch who he caught.

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 that gives an idea of ​​the daily life of 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.

At 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 "Houses". 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.

Folk outdoor games are, as a rule, games that are passed down from generation to generation. For preschoolers, they are simple and interesting, and without any effort the child gets acquainted with the customs, character traits of his people, absorbs the unique flavor that folk art carries in itself ....

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Preview:

P / and "Zhmurki"

Purpose: to teach to listen carefully to the text; develop coordination in space.

Game progress: Blind man's buff is selected using a counting rhyme. They blindfold him, take him to the middle of the site, and turn around him several times. Conversation with him:

- Cat, cat, what are you standing on?

On the bridge.

What's in your hands?

Kvass.

Catch the mice, not us!

Players scatter, and blind man's blind man catches them. The blind man's blind man should recognize the caught player, call him by name, without removing the bandage. He becomes a creep.

P / and (Russian folk) “Wintering and migratory birds»

Purpose: to develop motor skills; reinforce the idea of ​​\u200b\u200bthe behavior of birds in winter.

Game progress: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children in hats of the Sun and Snowflake. "Birds" run in all directions with the words:

Birds fly, grains are collected.

Little birds, little birds».

After these words, "migratory birds" run to the Sun, and "wintering" - to the snowflake. Whose circle gathers faster, he won.

P / and (Russian folk) "Bees and a swallow"

Purpose: to develop dexterity, speed of reaction.

Game progress: Playing "bee" children squat. "Swallow" - in its nest. "Bees" (sitting in a clearing and humming):

Bees fly, honey is collected!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Martin: - The swallow flies and catches the bees.

Flies out and catches "bees". Caught becomes a "swallow".

P / and "Zhmurki with a bell"

Purpose: to entertain children, to help create a good, joyful mood in them.

Game progress: One of the children is given a bell. The other two kids are morons. They are blindfolded. The child with the bell runs away, and the buffaloes catch up with him. If one of the children manages to catch the child with the bell, they switch roles.

P / i (Russian folk game) "Potato"

Purpose: to introduce the folk game; learn to throw the ball.

Game progress: Players stand in a circle and throw the ball to each other without catching it. When a player drops the ball, he sits in a circle (becomes a "potato"). From the circle, bouncing from a sitting position, the player tries to catch the ball. If he catches, then he again becomes the players, and the player who missed the ball becomes a potato.
The game continues until one player remains or gets bored.

P / and (Russian folk) "Snow Woman"

Purpose: to develop physical activity.

Game progress: "Snowman" is chosen. She squats down at the end of the playground. Children go to her, trampling,

Baba Snow is standing,

Dozes in the morning, sleeps during the day.

Quietly waiting in the evenings

At night, everyone is going to be scared.

At these words, the "Snow Woman" wakes up and catches the children. Whoever he catches becomes the "Snow Woman".

P / and (Russian folk) "Duck and drake"

Purpose: to introduce Russian folk games; develop speed.

Game progress: Two players represent a Duck and a Drake. The rest form a circle and hold hands. The duck becomes in a circle, and the Drake behind the circle. The Drake tries to slip into the circle and catch the Duck, while everyone sings:

Drake, catches a duck,
The young one catches the grey.
Go duck home
Go, gray, home.
You have seven children

Eighth drake.

P / and (Russian folk) "Cabbage"

Purpose: to develop dexterity of movements.

Game progress: The circle is a garden. In the middle, shawls are folded, denoting cabbage. The "master" sits down next to the cabbage and says:

I'm sitting on a pebble, amusing pegs of crayons,

I amuse the pegs of crayons, I am building my own garden.

So that the cabbage is not stolen, they did not run into the garden

Wolves and tits, beavers and martens,

Mustachioed hare, clubfoot bear.

Children try to run into the "garden", grab the "cabbage" and run away. Whoever the "owner" catches is out of the game.

Funny outdoor games are our childhood. Who does not remember the constant hide-and-seek, hide and seek, catch-up, bastards?
When did these games originate? Who invented them? There are probably no definitive answers to these questions. These games, like songs and fairy tales, were created by the people. They perfectly temper the body and soul.
These games make you move a lot and require resourcefulness, ingenuity, dexterity and perseverance. They are usually held on fresh air in an open area.
Children of all ages can participate in such games - from preschoolers to high school students.
Their rules are simple and clear.

The plot of the game is very simple: one driver is chosen, who must catch up and knock down the players who have scattered around the court.
But this game has several complicating options.
1. The tagged player becomes the driver, while he must run, holding on to the part of the body for which he was tagged.
The first player the driver touches becomes the leader himself.
2. The salted player stops, stretches his arms to the sides and shouts: "Tea-tea-help out." He is "bewitched".
Other players can “disenchant” him by touching his hand. The driver must "bewitch" everyone. To do this faster, there may be two or three drivers.

This game is probably familiar to you, however, it has a lot various options.
The basic rules are: one person drives, while others hide.
The driver must find all the players and knock them out before they have time to hide "at home".
The driver, selected with the help of a rhyme, stands in the agreed place with his eyes closed. This place is called "kon".
While the driver is loudly counting up to 20-30, all the players are hiding in a certain area. After the end of the count, the driver opens his eyes and goes in search of those who have hidden.
If he sees one of the hidden players, he loudly calls his name and runs to the horse. As a sign that the player has been found, you need to knock on the horse against a wall or tree.
If the found player runs to the horse and knocks there before the driver, then he is not considered caught. He steps aside and waits for the end of the game.
The driver must "catch" as many hidden players as possible.
The next time the driver becomes the player who was found and “caught” last (or, according to the decision of the players, the first).
Every time the driver moves far away from the horse, the hidden players can sneak up to the horse and knock. In this case, they will not be considered detected.

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

The players line up in pairs, holding hands.
The driver stands in front of the column a few steps away, with his back to the players. He says:
Burn, burn clear
To not go out.
And one, and two, and three.
Last couple run!
On the word “run”, the last couple should quickly run around the column and stand in front. And the driver seeks to get ahead of them and take one of the places of the first pair. The one who did not have enough space becomes the leader.
Instead of the words “last pair”, the driver may say: “Fourth pair” or “Second pair”. In this case, all players need to be very careful and remember what they are in the column in a row.

Two lines are drawn on the site at a distance of 6-8 meters from one another.
Behind one line is the driver - "bear", behind the other is the "house" in which children live.
Children go out of the "house" to the "forest" to pick mushrooms and berries.
They approach the bear's lair with the words:
At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
Everyone is looking at us.
On the last words, the “bear” jumps out of the “lair” and tries to overpower the children running away to their house.
A player tagged with a "bear" becomes a "bear".

The leader is chosen - "monk" and the leader - "seller".
All other players think in secret from the “monk” of the color of paints. Colors must not be repeated.
The game begins with the driver coming to the “shop” and saying: “I, a monk in blue pants, came to you for paint.”
Seller: "For what?"
The monk names any color, for example: "For blue."
If there is no such paint, then the seller says: “Go along the blue path, you will find blue boots, wear it and bring it back!”
"Monk" starts the game from the beginning.
If there is such a paint, then the player who guessed this color tries to escape from the "monk", and he catches up with him.
If you caught up, then the “paint” becomes the leading one, if not, then the colors are guessed again and the game is repeated.

The game takes place on a small limited area where there are no dangerous obstacles.
The driver is blindfolded, or he just closes his eyes. He must, with his eyes closed, touch one of the players.
The players run away from the driver, but at the same time they do not go beyond the site and be sure to give a voice - they call the driver by name or shout: "I'm here."
The salted player changes roles with the leader.

Alyonushka and Ivanushka are chosen, they are blindfolded. They are inside the circle.
The players stand in a circle and hold hands.
Ivanushka must catch Alyonushka.
To do this, he can call her: "Alyonushka!" Alyonushka must necessarily respond: “I'm here, Ivanushka!”, But she herself is not in a hurry to meet Ivanushka and, sensing his approach, runs off to the side.
The movements of the drivers are comical and sometimes unexpected.
It happens that Ivanushka takes one of those standing nearby for Alyonushka and rather grabs him. They explain the error to him.
As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts all over again.

The players are divided into two groups. One depicts the Cossacks, the other - the robbers.
The Cossacks have their own house, where during the game there is a watchman. His duties include guarding the captured robbers.
The game begins with the fact that the Cossacks, staying in their house, give the robbers the opportunity to hide. At the same time, the robbers must leave traces: arrows, conventional signs or a note indicating the location of the next mark.
Traces may be false, in order to intimidate the Cossacks. After 10-15 minutes, the Cossacks begin searching.
The game ends when all the robbers are caught, and the one who was seen by the Cossacks is considered to be caught.
The game is best played on a large territory, but limited by any signs.
At the end of the game, the Cossacks and the robbers change roles.

A fishing rod is a jump rope. One of its ends is in the hand of the "fisherman" - the driver.
All players stand around the "fisherman" no further than the length of the rope.
The "fisherman" begins to spin the "fishing rod", trying to hit the legs of the players with it.
"Fish" must protect themselves from the "fishing rod", jump over it. So that the "fish" do not interfere with each other, there should be a distance of about half a meter between them.
"Fish" should not leave their seats.
If the "fisherman" managed to catch the "fish", that is, touch the "fishing rod", then the place of the "fisherman" is taken by the caught "fish".
The following condition must be observed: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10–20 centimeters.

Two people are selected for the game: one is a “cat”, the other is a “mouse”. In some cases, the number of "cats" and "mice" is even greater. This is done in order to spice up the game.
All other players stand in a circle, holding hands, and form a "gate".
The task of the "cat" is to catch up with the "mouse" (that is, to touch it with your hand). In this case, the "mouse" and "cat" can run inside the circle and outside.
Those standing in a circle sympathize with the "mouse" and help her in any way they can. For example: having passed the “mouse” through the “gate” into the circle, they can close it for the “cat”. Or, if the “mouse” runs out of the “house”, the “cat” can be locked there, that is, lower your hands, closing all the “gates”.
This game is not easy, especially for the "cat". Let the “cat” show both the ability to run, and its cunning, and dexterity.
When the "cat" catches the "mouse", a new pair is selected from among the players.

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other.
The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the leader.
But it is not easy to reach the driver.
The players move only under the words of the driver: “You go quieter, you will continue. Stop!" At the word "stop" all the players freeze.
The driver, who had previously stood with his back to the players, turns and looks.
If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line.
The driver can make the frozen guys laugh. Whoever laughs also goes back to hell. And then the game continues.

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters.
One of the teams starts the game with the words: "Ali Baba!" The second team responds in unison:
"About what, servant?"
The first team speaks again, naming the name of one of the players of the opposing team, for example: “Fifth, tenth, Sasha here for us!”
The named player leaves his team and runs to the opposing team, trying to break the chain with a run, that is, to disengage the hands of the players.
If he succeeds, he takes the player who unhooked his hands to his team.
If the chain is not broken, then he remains in the opposing team.
The teams start the game in turn.
The team that wins through certain time there will be more players.

This game requires a plank and twelve sticks.
The plank is placed on a flat stone or a small log to make it look like a swing.
Twelve sticks are placed on the lower end of the board, and one of the players hits the upper end so that all the sticks scatter.
The driver collects sticks, and the players at this time run away and hide.
When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. The found player is out of the game.
Any of the hidden players can sneak up to the "swing" unnoticed by the driver and scatter the sticks again.
At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again.
The game ends when all the hidden players have been found and the driver has managed to save his wands.
The last player found becomes the leader.

This game is also a good mindfulness test. It is very simple, its rules are easy to explain.
With your right hand, point to the floor and call: "Gender."
Then point to your nose (it's better if you touch it), say: "Nose", and then raise your hand up and say: "Ceiling."
Do it slowly.
Let the guys show with you, and you will call.
Your goal is to confuse the guys. Say: "Nose", and show yourself at this time to the ceiling. The children must listen carefully and show correctly.
It’s good if you cheerfully comment on what is happening: “I see someone’s nose has fallen to the floor and is lying there. Let's help find a broken nose."
The game can be repeated many times with a faster pace.
At the end of the game, you can solemnly invite the owner of the “highest nose in the world” to the stage.

Take small sheets of paper, write the name of the animal on each.
Distribute the sheets to the children and ask them to draw the animal they received.
While they are doing this, arrange chairs in a circle, one chair less than the children.
Children take chairs, and one of the players becomes a tamer of wild animals.
He slowly walks in a circle and names all the animals in a row.
The one whose animal is named gets up and begins to walk slowly after his tamer.
As soon as the tamer utters the words: “Attention, hunters!”, All the players, including the tamer, try to take empty chairs.
The one who did not have enough space becomes a tamer of wild animals.

The game requires a large basin of water.
Several apples are thrown into the basin, and then the player kneels in front of the basin, holding his hands behind his back, and tries to catch the apple with his teeth and get it out of the water.
Since children will almost certainly splash water and splatter themselves during play, it is best to play outdoors and dress the children in something that does not shed or get wet.

This is enough old game, it traditionally uses an object that children may have never seen before.
A clothespin can be replaced with a coin, candy, or other small item.
Children take turns kneeling on a chair and trying to throw a small object (which you choose to play) into a box or basket.
The one who was able to throw more items into the basket won.
If candy is used in the game, the child takes everything in the basket as a prize at the end of the game.

This game is best played outside, in a spacious and level place, and it is desirable that more people play.
Children choose a leader, and the rest sit on the ground in a circle.
The leader begins to walk slowly from the outside of the circle, touches each player with his hand and says the word "duck" or "goose".
If the player was called a duck, he continues to sit quietly, if a goose, he jumps up and catches up with the leader until he has time to take the free place of the goose.
If the leader succeeds, the goose leads the next horse.

As a preparation for the game, take a button, thread a fishing line or wire through it, and make a ring large enough for the children to sit around this ring and grasp it with their hands.
One of the players is the leader, he is outside the circle.
On a signal, the children begin to pass the button to each other along the wire in such a way that the presenter does not guess who has it in this moment.
Whoever is caught with a button in his hand - he leads the next horse.

The children choose a leader, he leaves the room for one minute, and at this time the children appoint a “chief”.
When the leader returns, at his command, the “main” begins to make various movements, for example, shake his head or stomp his foot, and the children must repeat these movements after the “main”. They must do it in such a way that the leader does not guess who is inventing these actions.
The leader's task is to try to quickly guess who is the "master", and if he succeeded, then the "master" becomes the leader in the next round.

This is a relay race, it is similar to the game "Collect the box."
Children are divided into two or more teams, each team is given a plastic cup of water.
At a certain distance from the start, a large pot or bucket is installed.
On a signal, the participants of both teams start the relay. They run with a glass of water in their hands to the pan and pour water into it. The players then run to their teams as quickly as possible and pass the cups to the next player.
The cup is filled with water from a hose or other source (both teams use the same hose for more fun) and the player runs back to the pot.
The first team to fill the bucket with water wins.

The game is designed for kids, it is better to play it outside, where there is a lot of space.
Children choose a leader. His task is to come up with and perform actions that would be difficult for the rest of the players to repeat, for example, jump over something, jump 50 times on one leg, etc.
Whoever failed to repeat after the leader is out of the game.
You can also introduce a rule that children take turns driving, then no one leaves the game, everyone plays just for fun.

Children sit in a circle. One of the players receives a piece of paper with a sentence written on it, or one of the adults says this sentence in his ear (if the child cannot read).
Next, the player whispers in the ear of the neighbor what he heard or read, he whispers to the next, and so on, in a circle.
The last player says the sentence aloud, and then you read the original version.
What happens to children is usually very different from your version!

This is very simple game, and, most importantly, no one loses in it. The task of the players is not to laugh.
Children sit or stand in a circle, and one of the players says, as seriously as possible: “Ha!”.
The next one says “Ha ha!”, the third one says “Ha ha ha!” and so on.
Anyone who says the wrong amount of "Ha" or laughs is out of the game.
The game continues, and those who have dropped out are trying to do everything to make the remaining players in the circle laugh (but without touching them).
Whoever laughs last wins.

The players stand opposite each other, feet shoulder-width apart, the right foot of one participant is next to the right foot of the second participant.
They then clasp their right hands and, on cue, start pushing or pulling each other in an attempt to make the other lose balance.
Who first moved from the original position - lost.

This game is played by 8 or more people.
You must have 1 coin of 10 rubles or 1 ruble (for small ones).
Children are divided into two teams and sit opposite each other at a long table.
One team receives a coin and the children pass it to each other under the table.
The commander of the opposite team slowly counts to ten (you can do it to yourself), and then says: “Hands up!”
The players of the team that passed the coin should immediately raise their hands up, with their hands clenched into fists.
The leader then says "Hands down!" and the players must place their hands palm down on the table.
The one who has the coin tries to cover it with his palm.
Now the players of the opposite team confer, decide who has the coin.
If they guessed correctly, the coin goes to them, if not, it remains with the same team.
The team that correctly guesses who has the coin the most times wins.

There are many variations of this game.
Give the children five playing cards, nuts in their shells, straws for drinking water, etc. and have them hit the hat with these items while standing at a certain distance from the target.

Three circles with a diameter of 1, 2 and 3 steps are drawn from one center on the floor.
In circles write the numbers 10, 5 and 3; the smaller the circle, the larger the number.
The player becomes the smallest circle. They give him a matchbox and blindfold him, putting a strip under the bandage. blank paper.
The player walks in any direction for 8 steps and, turning around, takes the same number of steps back.
Stopping, he places the box on the floor and removes the bandage from his eyes.
What number indicates the circle in which the box is placed, so many points are given to the player.
The box may be on the line between the circles, then the winnings are equal to the smaller of the two numbers.
If the player, returning, strongly deviates to the side and puts the box outside the circles, 5 points are reset from his account.
Each participant in the game, when his turn reaches him, if he wishes, has the right to indicate in advance in which circle he will put the box.
Under this condition, in case of luck, the player is credited with a number of points twice the number that indicates the circle; if the player makes a mistake and puts the box in the wrong circle that he indicated, then not a single point is counted to him.

Five or six bags 6x9 cm in size are sewn from dense matter.
The bags are stuffed tightly with uncrushed peas and sewn over the edge.
A stool is placed on the floor and a line is marked 4–5 steps from it.
From the line, the player throws three bags, one at a time, so that the bag falls on the stool and remains on it.
Each time the player manages to do this, he gets 1 point.
The organizer of the game stands near the stool and, if there is a bag left on it, immediately removes it.
The player who scores 10 points first wins.

Keeping their hands behind their backs, the players become shoulder to shoulder in a circle. One of them is holding an "invisibility cap" - a cocked hat folded from a sheet of paper. The driver is in the middle of the circle.
On a signal, the participants in the game begin to pass the hat behind their backs to each other, trying to do this so that the driver does not know who has it.
The driver walks in a circle and vigilantly follows the movements of the players. From time to time he stops and, pointing to one of the players, says loudly: “Hands!” The one to whom the driver is addressing should immediately stretch his hands forward.
If at the same time the player has the hat, he replaces the driver.
In a moment of danger, you can not throw your hat on the floor. Anyone who breaks this rule is out of the game.
Any participant in the game, when a hat gets to him, can put it on his head, unless the driver pays attention to him or is not very close.
After showing off in a hat for a second, you need to take it off and let it go in a circle.
If the driver gets dirty when the hat is on his head, you will have to give him your place, and drive yourself.

Traditionally, the game used a real potato, but it can be replaced with a tennis ball or a volleyball.
Children sit in a circle, the leader is in the center. He throws a "potato" to one of the players and immediately closes his eyes.
Children throw it to each other, wanting to get rid of it as soon as possible (as if it were a natural hot potato).
Suddenly, the host commands: “Hot potatoes!”
The one who currently has a “hot potato” in his hands is out of the game.
When only one person remains in the circle, the game ends and that player is considered the winner.

This game is familiar to everyone, as a rule, two people play it.
Each of the players on the count of "three" depicts with his hand a figure - a stone (clenched fist), paper (open palm) or scissors (two fingers extended by a letter).
The winner is determined as follows: scissors will cut paper, paper will wrap stone, stone will blunt scissors.
For each victory, the participant receives one point, the winner is the one who scored the most points.

This game, like other outdoor games, is best played outdoors, with large quantity players.
Children stand in a circle, hold hands, and the leader slowly walks inside the circle.
Suddenly, he stops at any two players, unclenches their hands and says: “Run, otherwise you will be left without dinner!”
Two players start running around the circle of children in opposite directions, and the leader becomes in the circle instead of one of the players.
Whoever fills the empty space in the circle first wins, the second player becomes the leader.

This game is the opposite of hide and seek.
The players close their eyes and count to 10 while the leader runs and hides.
After some time, one of the players goes in search of the leader and if he does not find him in one minute, he is eliminated from the game. If he found the leader, then he hides with him.
Then the next participant goes in search of the leader, and if he finds him, he also hides, if not, he leaves.
The game continues until the last person leaves the game or until everyone hides with the leader, like herring in a barrel.
The main thing is not to laugh!

Players are divided into two teams, each team receives a sealed envelope with a "secret" task - to find another package, it contains instructions on how to find the next one, etc.
(Each group is given different tasks and envelopes).
If the children are younger, the envelopes can be hidden at home or in the yard. For older children, the task can be made more difficult by hiding all but the last envelope outside the home.
At the same time, the penultimate package will contain instructions on how to find the last “secret package” in the apartment.

All the guys know Yulu. With Yula you can start fun game. 5-6 guys become in a circle.
One takes plywood as large as a notebook, launches a spinning top on it and quickly says: “I had a spinning top, spun and left.”
Having said this tongue twister, you must immediately pass the plywood with the spinning top to the neighbor on the right.
So the top moves from one player to another; You can pass it on only when you say a tongue twister.
At one of the guys, the whirligig will fall sideways on the plywood and “freeze”. Then everyone shouts: “Yula froze!”
The one who freezes the top in his hands is considered a “onlooker”, - he passes the top along with the plywood to his neighbor, and he jumps in a circle on one leg.
When the onlooker gets to his place, his neighbor launches the top, and the game continues.
Watch, as if, passing the plywood, do not drop the top on the floor: whoever drops the top, also becomes an onlooker - he will have to jump on one leg.

Russian folk dance game "Karavai"

Probably the most famous dance game in Russia! It is almost an obligatory attribute of any birthday of children from the year to the end elementary school. Such a Russian analogue of the American "Happy birthday!". The chorus is very simple. Everyone stands in a circle and holds hands. The birthday boy stands in the center of the round dance. The round dance begins to move in a circle, accompanied by the words:

How on ... name day (they call the name of the birthday child)

We baked Karavay.

Here is such a height! (hands raised as high as possible)

Here is such a bottom! (squat down, hands practically put on the floor)

That's the width! (they diverge to the sides, trying to make a round dance of as large a diameter as possible)

Here's a dinner! (the round dance converges, shrinks, comes close to the birthday man)

Loaf, loaf, choose whom you like! (the round dance comes to its "normal" size and stops)

The birthday man says: I love, of course, everyone,

But here ... most of all! (calls the name of the selected child, takes him by the hand and leads to the center of the round dance)

Now the birthday boy becomes a round dance, and the child he has chosen becomes the “birthday boy”.

Russian folk dance game "Bubble"

This game is very fun and dynamic. Children enjoy playing it. The guys join hands and form a circle. Before the start of the game, the round dance converges as close to the center as possible. The bubble is deflated. Next, they "inflate" the bubble, i.e. diverge to the sides, trying to make the round dance as large as possible. The round dance-bubble is “inflated” until one of the participants in the round dance, unable to withstand the tension, releases his hands. So the bubble has burst. The game is accompanied by the following text:

Inflate, bubble

Get big!

Blow up, hold on

Don't rush!

Russian folk dance game "Dubok"

This round dance of the Kostroma province. Children, standing in a round dance, sing (or rhythmically sentence) about an oak tree and, without tearing their hands, show movements.

We have an oak tree

Here it is

Here it is!

(The round dance moves in a circle. With the last word, the round dance stops)

Root yes it -

So deep

That's so deep!

(Children bend down, trying to reach the floor with their hands)

Branches yes it -

So high

That's so high!

(hands are raised up and shake them)

Leaves yes it -

So wide

That's so wide!

(the round dance diverges, expands)

Instead of oak, you can take any other tree - pine, maple, etc.

You can play this round dance with the driver. One of the children is chosen as an "oak". He stands in the center of the round dance. Together with all the guys, he shows what kind of leaves, branches, etc. he has. At the end, the "oak" chooses a new leader from the round dance, and they themselves become in a round dance. At the same time, he can “assign” to the new driver the name of another tree, for example, maple, mountain ash. And then they will sing about this tree.

Russian folk dance game "Birch"

The birthplace of this round dance Kaluga region. This is a rather complex round dance. It is suitable for children at least 6-7 years old. And this round dance, rather, girls. After all, a birch is a symbol of a beautiful girl. And the girls led such round dances on Trinity Day.

Children stand in a circle, hold hands. A birch girl is chosen. She is in the center of the round dance. If the round dance is large, then you can choose several "birches". Each participant in the round dance has a handkerchief in his right hand. Children move in a circle with the words:

You, birch, white Lena, white Lena,

And the top of the head is green, green.

In the summer, a furry

Knotty in winter.

Where you stand, there you make noise!

While this song is playing, the birch girl collects handkerchiefs from all the children. The round dance continues to move, and the “birch”, raising the scarves above its head, sways, waves the scarves, depicting the movement of branches and the noise of branches:

green birch,

Cheerful in the spring

Stands in a clean field

Yes, the leaves make noise.

The branches curl

He plays with e trams.

Then the birch girl goes around the whole round dance and puts a handkerchief on each shoulder. This is done under the following sentence:

And in the slushy autumn,

In the cold autumn

elegant birch,

beauty is invisible,

Washed by the rain

Farewell to beauty.

The roots dry up

Leaves fall.

One handkerchief "birch" leaves for herself. The one who did not have enough handkerchief becomes a new "birch" and the game is repeated.

Russian folk dance game "Vyun"

This dance game requires quite serious preparation. Therefore, rather, this is no longer a round dance game, but a number for performing on folk festival. All participants in the round dance stand in a circle. You can hold hands. The song "I walk with the loach" is performed:

I walk with the weed

(all participants in the round dance move towards the center, smoothly raising their hands)

I walk with gold

(dance diverges from the center, hands drop)

I do not know where I will put the loach,

I do not know where I will put the loach.

(participants of the round dance raise their hands up and swing them from side to side)

I'll put the vine, I'll put the vine

I will put the loach on my right shoulder,

I will put the loach on my right shoulder.

(They put their left hand on their right shoulder, and with their right hand they take the left hand of the participant in the round dance in front. The round dance slowly moves in a circle)

And from the right, and from the right,

And from the right to the left I will put

And I'll put it from right to left.

(The round dance changes the direction of movement, the position of the hands changes - now right hand on your left shoulder and left hand on the neighbor's left shoulder)

Handkerchief burners

All participants in the game stand in pairs one after another, the driver stands in front of the column and holds a handkerchief in his hand above his head. The players say in unison:

After the words "The birds are flying!" the players of the last pair are rapidly running forward, and whoever of them takes the handkerchief first, he gets up with the driver in front of the column, and the latecomer “burns”.


Handkerchief burners

Based on materials from the collection of Maria Litvinova "Russian folk outdoor games"
Artists E. N. Rudko, I. S. Slutsner


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