Lectures on the theory of physical culture and sports. Theory of physical culture. Physical culture is one of the components of the general culture, it arises and develops simultaneously and along with the material and spiritual culture of society.

Lesson outline

in physical education in grade 4

on the topic: "Outdoor games with throwing the ball in

moving target.

Teacher: V.N. Trofimova

MBOU "Lycey" r.p.Stepnoye

Outline of a physical education lesson in grade 4.

Lesson topic: Outdoor games with throwing a ball at a moving target.

The purpose of the lesson: Achieve planned results.

    Subject result:

    the ability to answer questions and perform physical exercises during the lesson;

    present games as a means of promoting health, physical development and physical fitness;

    perform technical tasks.

    Personal result:

    show positive personality traits and manage their emotions;

    the ability not to create conflicts and find ways out of various situations.

    Metasubject result:

    develop the ability to identify and form what is learned and what needs to be learned;

    determine the quality and level of knowledge;

    to form the ability to control learning activities in accordance with the task and the conditions for its implementation.

The tasks of forming the UUD:

    the ability to formulate the topic and problem of the lesson;

    the ability to acquire new knowledge, find errors in the performance of educational tasks, select ways to correct them;

    draw conclusions as a result of the joint work of the class and the teacher.

Communicative UUD:

    the ability to actively participate in team activities;

    the ability to convey information in an accessible emotional vivid form in the process of communication;

    the ability to organize one's own activities;

    express your thoughts orally.

Personal UUD:

    to develop interest in new material and ways to solve a new educational problem;

    the ability to interact in achieving common goals in the process of joint activities;

    the ability to logically correctly express, argue their thoughts.

Regulatory UUD:

    the ability to determine the purpose of the activity in the lesson;

    the ability to pronounce the sequence of actions in the lesson;

    the ability to sum up the results of their activities in the lesson;

    the ability to evaluate their learning activities.

Lesson type: with an educational focus.

Teaching methods: system-activity, problematic, partially search.

Inventory and equipment:

    stopwatch - 1 pc.

    tennis balls - 6 pcs.

    basketballs - 6 pcs.

    soft balls - 2 pcs.

Lesson stages

Teacher activity

Dosage

Student activities

Methods

UUD

Organization of preparation of students for the lesson

Execution of the teacher's commands

Verbal: construction, explanation

Personal: awareness of the meaning of the upcoming activity

Holding the yell in motion

Walking on toes, hands on the belt

Walking on heels, hands behind the head.

Running at a slow pace

Running with high hips

Running by whipping the shin.

Side step left and right side.

Walking arms to the sides in the hands, in the elbows, straight arms back and forth.

Jerks with hands behind the back, in front of the chest.

Hands in the castle circular, wave-like rotation.

switchgear in place

Tilt the body forward, backward, right to left.

Hands on knees rotation inward in the opposite direction.

Rotation of the toe and heel.

Cross jumps alternately

Actualization of students' knowledge

Throwing a tennis sword into a rolling basketball

Formulation of the problem:

Do the player need motor qualities and skills in outdoor games.

The purpose of the lesson: mastering the technique of throwing a ball at a moving target, through outdoor games.

Warm-up efficiency

Completing a task

Participation in the discussion of the problem and the purpose of the lesson

Verbal: explanation

Verbal frontal association.

Verbal: conversation, frontal form, organized activity of students

Communicative:

Ability to understand the teacher's explanation

Regulatory: the ability to prepare the body for effective work in the main part of the lesson

Regulatory: accept a learning task corresponding to the stage of learning.

Subject: analyze, compare, draw conclusions.

Communicative:

Ability to participate in a dialogue on a given topic

Awareness of the implementation of various actions to identify and master ways to solve educational problems

Mobile game. "Hunting for a wolf" The class is divided into two teams, each team has a leading "Wolf" The rest are "Hunters". A minute later, "Wolf" change. After three times points are calculated.

Students "Hunters" try to hit the ball in the "Wolf" in one minute. The driving "Wolf" dodges the ball

Playful, competitive.

Personal: cognitive interest in new material. Ability to cooperate in achieving common goals.

Subject: the ability to throw a ball at a target in outdoor games.

Outdoor game: "Bouncer against the wall." The two leaders have soft balls. The rest of the players line up along the wall. The leader's task is to knock out all the players. The game time is one minute, after which other leaders are chosen.

Players move along the wall, give the ball after hitting the driver. As soon as the ball touches the player, he sits down on the bench. Leaders without entering the zone knock out players.

Game, competitive.

Regulatory: accept a learning task corresponding to the stage of learning

Problem solving: activates and directs the work of students, corrects answers and summarizes them.

Formation of a general conclusion to solve the problem.

Verbal: conversation.

Communicative: the ability to discuss the content and results of joint activities.

Summing up the lesson.

Evaluation by the students themselves for the lesson.

verbal, frontal

Communicative: the ability to express one's own point of view

Homework. Invent and conduct an outdoor game in the lesson with throwing the ball at the target

Self-control in homework.

verbal, frontal

Reflection.

verbal, frontal

Lesson outline

in physical education in grade 4

Outdoor games for the senior group

Walking and running games

  1. Sly Fox

Target: improve the skills of running in all directions with catching and dodging; develop dexterity, speed of reaction to a signal.

Stroke: The players sit in a circle at a distance of one step from each other.
The teacher invites the players to close their eyes and, going around the circle behind the children, touches one of the players, who becomes the “Sly Fox”. Then the children are invited to open their eyes and look carefully which of them is a cunning fox, will she give herself away in some way? The players ask in chorus 3 times, first quietly, and then louder: “Cunning fox, where are you?”. The cunning fox quickly comes to the middle of the circle, raises his hand up and says: "I'm here." All the players scatter around the site, and the fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”. The children form a circle again and the game is repeated.

  1. Swan geese

Target: improve the skills of walking and running in all directions, develop the skills of running with catching and dodging; teach children to listen to the text and quickly respond to the teacher's signal.

Stroke: A wolf and a shepherd are selected from among the players. The rest of the children are geese. On one side of the site, a line is drawn, beyond which there are geese. This is their home. On the side of the site, a place is outlined - the wolf's lair. The "shepherd" drives out the "geese" to graze on the meadow. "Geese" walk, fly across the meadow.

Shepherd: Geese, geese" Geese: (stop and answer) Ha-ha-ha!

Shepherd: Do you want to eat? Geese: Yes Yes Yes!

Shepherd: So fly home! Geese: The gray wolf under the mountain does not let us go home.

Shepherd: So fly as you like, just take care of the wings.

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch them. Caught geese go to the lair. After several runs, the number of geese caught by the wolf is counted. Then a new wolf and a shepherd are chosen.

  1. We are fun guys

Target: continue to teach children to act only on a signal; to consolidate running skills with catching and dodging; develop endurance, speed, agility.

Stroke: Children stand on one side of the playground or room. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, approximately in the middle between the two lines, is a trap. Children in chorus pronounce the text:

We are funny guys

We love to run and play.

Well, try to catch up with us:

One, two, three - catch!

After the word "catch!" the children run to the other side of the playground, and the trap catches up with them. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, a count of those caught is carried out and a new trap is selected.

  1. Mousetrap

Target: to consolidate the skills of running in all directions, without interfering with each other; coordinate their movements with the text of the poem; develop dexterity, quick reaction to a signal.

Stroke: The players are divided into two unequal groups. The smaller group forms a circle - a mousetrap. The rest are mice. They are outside the circle. Children, depicting a mousetrap, hold hands and walk in a circle, now to the left, then to the right, saying:

Oh, how tired the mice are,

They chewed everything, ate everything.

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's catch them all at once!

At the end of the poem, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. According to the teacher "clap!" children standing in a circle lower their hands and squat - the mousetrap is considered to be slammed. Mice that do not have time to run out of the circle are considered to be caught. They also become in a circle. When most of the mice are caught, the children switch roles and the game resumes.

  1. Carp and pike

Target: continue to teach to run in all directions in a limited space, without interfering with each other; develop the ability to quickly respond to a signal.

Stroke: One child is chosen to be the pike. The rest of the players are divided into two groups: one of them - pebbles - forms a circle, the other - crucians that swim inside the circle. The pike is behind the circle. At the signal of the teacher "pike!" she quickly runs into the circle, trying to catch crucians. Carp are in a hurry to take a place behind one of the players and sit down (hide behind the pebbles). The pike catches those carp that did not have time to hide. Those caught leave the circle. The game is repeated 3-4 times, after which the number of carp caught is counted. Then choose a new pike. Children standing in a circle and inside it change places, and the game is repeated.

  1. Whose link is more likely to gather

Target: improve the ability to walk and run in all directions, changing the rhythm and pace of movement; develop orientation in space, the ability to quickly respond to a signal.

Stroke: Children are divided into 3-4 groups with the same number of players: each group is given flags of any one color. At different ends of the site, 3-4 flags of the same colors are placed on stands. Each group is built in a column in front of a flag of its color. The teacher hits the tambourine and the children begin to walk, run around the playground in different directions. Movements change depending on the rhythm and pace that the teacher gives. At the signal "to the place!" children run to their flag and line up. The teacher notes which group lined up first.

Game instructions. After 2-3 repetitions, the game can be complicated. At the moment when the children are running, the teacher changes the places of the flags and says “to the places!” Children rush to line up in a column against their flag. The teacher notes which column was built first.

  1. Fifteen

Target: to consolidate the ability to run in all directions throughout the site, without interfering with each other, dodging the tag; develop speed, agility; teach children to "stain" correctly.

Stroke: Children are in different places of the playground (its boundaries are marked with flags). The selected tag, having received a colored bandage (ribbon), becomes in the middle of the site. At the signal of the educator, “catch!” all the children scatter around the playground, and the tag tries to catch up with someone and touch him with his hand. The one he touched moves away. The game ends when the tag catches 3-4 players. When the game is repeated, a new tag is selected. If the tag cannot catch any of the players within 30-40 seconds, another driver should be chosen.

  1. cat and mouse

Target: to consolidate the ability to walk in a circle, coordinating movements with the text of the poem; develop running skills with catching and dodging.

Stroke: The players stand in a circle. Choose a cat and a mouse. The mouse becomes in a circle, the cat behind the circle. The rest of the children walk in a circle and say:

Vaska walks white,

Vaska's tail is gray,

And the arrow runs.

The eyes are closed.

Claws straighten out

Teeth like a needle.

Only mice will scratch

Sensitive Vaska is right there,

He will catch everyone.

With the last words, the children stop, and two children in the agreed place raise their hands,

leaving the passage - the gate. The mouse, running away from the cat, can run through the gate and crawl under the arms of those standing in a circle. The cat, trying to catch the mouse, can only run through the gate in the circle. When the cat catches the mouse, other children are selected for these roles, and the game is repeated. If the cat cannot catch the mouse for a long time, the teacher arranges an additional gate.

jumping games

  1. Fishing rod

Target: improve the skills of jumping in place, achieving a soft landing on toes; develop mindfulness, dexterity.

Stroke: Children stand in a circle. In the center of the circle is the teacher. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the ground itself, and the children jump up, trying so that the bag does not touch their legs. Previously, the teacher shows and explains to the children how to bounce: push off strongly and pick up their legs. Pauses should be taken from time to time to allow the children to rest.

  1. Don't stay on the floor (on the ground)

Target: continue to teach children to jump from objects of different heights, landing on their toes; to consolidate the ability to walk and run in all directions, quickly respond to a signal.

Stroke: On all sides of the site (room) there are objects 25-30 cm high: stairs with steps, low boxes, benches, etc. A trap is chosen. They put a bandage on his hand. Children are placed on objects in different areas of the playground. To the beat of the tambourine, the children jump off and run around the playground. The trap takes part in the general movement. At the signal of the teacher "Catch!" all the children again climb up the placed elevations. The trap catches those who did not have time to jump on the dais. Those caught sit aside. After 2-3 repetitions, the catches are counted, a new trap is selected and the game resumes.

The teacher makes sure that the children jump off the objects with two legs and land on their toes; so that they scatter all over the site, away from the objects on which they must climb.

  1. Rope jumping

Target: exercise children in jumping over a swinging rope on two legs, achieving a soft landing on their toes.

Stroke: Two children hold both ends of a thick rope, cord or long rope. Slowly and evenly, they begin to twist it towards the standing children, and they, in turn, jump over the rope, trying not to hit it. The one who touches changes one of the twisters of the rope.

  1. "Hunter and Hares».

Target: teach children to choose a target, follow the movement of the ball and evaluate the result. To consolidate the skills of jumping on two legs with moving forward, running in all directions with catching and dodging.

Stroke: On one side of the site, a place for hunters is outlined. On the other side are houses for hares. In each house there are 2-3 hares. The hunter walks around the site, pretending to be looking for traces of hares, and then returns to his place. On a signal, the hares run out of their houses into the clearing and jump on two legs, moving forward. According to the teacher "Hunter!" hares run to the houses, and a child, representing a hunter, throws a ball at them. A hare hit by a ball is considered to have been hit. The hunter takes him to him. After 2-3 repetitions, the number of hares caught is counted, a new hunter is selected and the game is resumed.

  1. homeless hare

Target: to consolidate the skills of jumping on two legs with moving forward, running in all directions with catching and dodging; develop speed and agility.

Stroke: There are hoops on the floor one less than the number of players. Children run and jump around the hall to the words: Bunnies run through the meadow, through the woods.

Collecting strawberries -

Juice yes lope, juice yes lope!

Here the clearing is softer than silk.

Look around, look around!

Beware of the dashing wolf!

Beware, beware!

After the words "Beware!" each of the children tries to take a free hoop. To the one who was left without a hoop, they say: Bunny, bunny, don't yawn!

Get the house fast!

  1. Don't get caught

Target: increase the motor activity of children, consolidate the ability to jump on two legs back and forth; develop speed, agility, dodge.

Stroke: A circle is drawn or a cord is placed in the shape of a circle. All players stand behind him at a distance of half a step. The leader is chosen. He becomes inside the circle anywhere. The rest of the children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are inside the circle. When the driver approaches, the players jump out of the line. The one touched by the driver is considered the loser. After 30-40 seconds, the losers are counted, a new driver is selected.

  1. "Frogs".

Target: Teach children to jump by pushing off with both feet and landing on the toes of both feet. Develop jumping ability, agility.

Stroke: The frog teaches the frogs to jump. She stands to the right of the pond, the frogs to the left. Each frog gets into the house and, listening carefully to the commands, jumps, pushing off with both legs and landing on both legs. The frog clearly gives the command: “Bump, leaf, leaf, house, leaf, bump, bump!” One frog is jumping, the rest are watching to see if he is doing it right. If the frog jumped high and did not mix up any commands, he learned to jump and stands next to the frog, and if he made a mistake, he returns to the frogs.

throwing games

  1. ball school

Target: develop ball skills in children: throw up, hit the ground with different tasks, catch the ball with both hands, without pressing it to the chest; develop dexterity.

Stroke: A small ball is given for the game. I play children one at a time, two at a time and in small groups in turn. During the game, the child who made a mistake passes the ball to another. When the game continues, he starts with the movement on which he made a mistake. Types of movements:

throw the ball up and catch it with both hands; toss the ball, clap your hands in front of you and catch the ball;

hit the ball on the ground and catch it with both hands; hit the ball, clap your hands and catch the ball;

stand facing the wall at a distance of 2-3 steps from it, give the ball about it and catch it with both hands;

throw the ball against the wall, let it fall to the ground and bounce off it, and then catch the ball;

hit the ball on the ground up to 5 times with the right and left hand.

  1. "Throw the flag."

Target: exercise in throwing at a horizontal target; teach children to choose a target, follow the movement of the ball and evaluate the result. Develop accuracy, eye.

Stroke: Children stand in two lines one after another, in the hands of the first line are balls, sandbags. Ahead, at a distance of 4-5 m, there are several flags at the same level, Children simultaneously throw sandbags over their heads with both hands or one, trying to throw them over the line of flags, The teacher counts how many children threw the bags over the flags. Then the children pick up the bags, run and pass them to their partner. Rolls the next rank, then compares the results.

  1. fox hunting

Target: exercise children in rolling balls, develop strength, accuracy.

Stroke: Children are divided into two teams: "Hunters" and "Foxes". In the hands of hunters are balls on a string. The foxes run all over the place. At the signal "Hunters!" children with balloons roll them and take them back, pulling the rope. If the ball hit someone, then the children change roles. Children depicting foxes stand motionless at this time. At the end, they count how many times who has been a fox.

  1. Skittles

Target: exercise children in rolling balls, develop strength, dexterity.

Stroke: Skittles standing in a row at a distance of 3-5 cm from one another. At a distance of 1.5-3 m from them, a line is drawn - “kon”. The players, in order of priority, go to the line and roll the ball with a throw, trying to knock down the skittle. Knocked down skittles are picked up. The winner is the one who knocks down more pins due to the specified number of balls. The distance between the pins, as well as from the pins to the Kona line, increases gradually.

  1. White bears

Target: exercise children in loose walking on the outside of the foot, in throwing bags at a moving target; develop an eye.

Stroke: Children are divided into two teams: bears and hunters. Bear children walk around the site like a bear to the words: A bear walks in the Arctic,

Wandering white in the snow.

Looking for food here and there.

The wind blows, blows, blows

Sows with fine snow, sows.

On a signal from the "Hunters", the bears run away, and the hunters throw sandbags at the feet of the fleeing bears. After counting, the children switch roles.

  1. Put on a ring

Target: exercise children in throwing rings on pegs; develop accuracy and dexterity.

Stroke: Plotted or plotless ring throws are used: 2-6 pegs on stands of various shapes. Children throw rings from a distance of 1.5-2.5 m. The game can be played with a group of children (4-6 people). Children receive three rings and take turns throwing them, trying to hit any peg. The teacher notes which of the children throws more rings.

  1. rushes

Target: exercise children in throwing snowballs at a moving target, develop accuracy; to consolidate running skills, develop speed, dodge.

Stroke: On one side of the site, a house is separated by a line, a second line is drawn at a distance of 5-6 m, behind which there is another house. Another line is drawn along one of the sides perpendicular to the houses. The players are divided into two groups - two squads (no more than 6-8 people in each). Children of one detachment stand along the line of any house. Another unit is placed along the sideline; Each child has two snowballs at their feet. At the signal of the teacher, the first detachment runs from one house to another. The children of the second detachment take one snowball at a time and throw them at the runners. Those who are hit by a snowball step aside. On a new signal, the dash occurs in the opposite direction; children standing at the sideline throw a second snowball at those running. The salted ones also step aside this time. The teacher notes which of the children of one and the other detachment was more dexterous, bold, well-aimed. The squads change places and the game resumes.

  1. Edible - inedible

Target: exercise children in throwing balls to each other and catching it with both hands, without pressing it to the chest.

Stroke: On the ground, a short line indicates the con, where the driver stands with a medium-sized ball in his hands. A long line indicates the starting line for the players. The players line up behind the starting line. The driver in turn throws a ball into the hands of each player, calling

objects and phenomena of animate and inanimate nature (cloud, birch, cake, crocodile, compote, etc.) The player, having figured out while the ball is flying, whether it is edible or not, must catch or not catch (beat off) the ball. If true, the player takes a step forward towards the horse. If incorrect, it stays where it is. The driver throws the ball to the next one. The one who gets to the end first wins and becomes the leader.

Crawling and climbing games

  1. Bears and bees

Target: to fix different climbing methods in children: along the gymnastic wall, crawling under an arc or a rope; develop resourcefulness, ingenuity.

Stroke: The hive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. Away from the bear den. At the same time, no more than 12-15 people participate in the game. The players are divided into two unequal groups. Most of them are bees that live in the hive. Bears in the den. On a signal, the bees fly out of the hives (get down from the gymnastic wall), fly to the meadow for honey and buzz. At this time, the bears run out of the den and climb into the hive (climb the wall) and feast on honey. As soon as the teacher gives the signal “Bears!”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touch by hand). Then the game resumes. Stung bears do not participate in the next game. After two repetitions, the children switch roles.

The teacher makes sure that the children do not jump off, but get off the stairs, provides assistance.

  1. Firefighters in training

Target: to exercise children in climbing the gymnastic wall in a convenient way.

Stroke: Children become facing the gymnastic wall in 3-4 columns (according to the number of spans). The first in the columns stand on the line (distance 4-5 steps from the wall). On each span of the gymnastic wall, bells are hung on the rail at the same height. At the signal of the teacher "One, two, three - run!" the children standing in the columns first run to the gymnastic wall, climb on it and ring the bells. Then they descend and return to the end of their column. The teacher notes the one who called first. The game continues. That column wins, in which there are more players who managed to call first.

The teacher makes sure that the children get off, and not jump off the rails, if necessary, helps. Those who break the rule will not receive any winnings.

  1. Bring the pouch

Target: exercise in crawling on the bench on all fours with a bag on the back; develop posture.

Stroke: 3-4 children stand on benches, put a bag of sand on their backs. Crawl on all fours to the end of the bench. The one who comes first wins.

When moving, do not drop the bag; if he fell, pick him up, put him back on his back and crawl on; at the end of the bench, take the bag from the back, also without dropping it.

  1. flight of birds

Target: to consolidate the skills of running in all directions, to continue to learn how to climb the gymnastic wall and go down from it.

Stroke: Children stand scattered at one end of the playground (room). They are birds. At the other end of the site, a climbing tower or a gymnastic wall with several spans is placed. At the signal of the educator “The birds are flying away!” - the birds fly, spreading their wings (children, raising their arms to the sides, run around the entire site). At the signal "Storm!" birds fly to the tower - hiding from the storm in the trees. When the teacher says: “The storm has stopped,” the birds descend from the tower and fly again.

The teacher should be near the climbing equipment to help the children if necessary. If the gymnastic wall has few spans, children can climb onto benches, boards placed on chairs, or other climbing equipment.

  1. Who is more likely to his flag

Target: to exercise children in running at speed, in crawling under the arc in a convenient way.

Stroke: Children are divided into 3-4 equal groups and stand in columns a few steps from one another at the line beyond which they should not go. At a distance of 4-5 m from this line, gates are placed in front of each column. There are still flags ahead on the line. At a prearranged signal, those standing first in the columns run to the gates, crawl under them. Then they run to the flags, raise them over their heads and wave them. Then they calmly put the flags on the floor and each run back to the end of their column. The one who runs first wins. The next ones run to the checkboxes.

  1. Squirrels in the forest

Target: to improve children's climbing skills on various physical training equipment in various ways that are convenient for completing the task.

Stroke: The game is played on the court or in a room where there is a gymnastic wall. In addition to it, portable climbing devices are placed: a double ladder, a pyramid with trailing boards and ladders, benches, boards laid on large cubes, etc.

The driver is chosen - the hunter. He becomes a house - a circle drawn in the opposite part of the site or room. The rest of the players are squirrels, they are placed on the trees. At the signal of the educator "Beware!" - or by hitting a tambourine, all the squirrels change places: they quickly get off, jump off the devices and climb onto others. At this time, the hunter catches them - touches them with his hand. Squirrels are considered caught, which the driver will touch with his hand while they were on the floor, as well as those that remained in their original places. They go to the hunter's house and miss one game. A new hunter is selected after 1-2 games. At the end of the game, the teacher notes those squirrels that were brave and dexterous.

During the game, the teacher makes sure that the children use different devices and do not jump from an unauthorized height.

Games - relay races

  1. obstacle course

Target: to activate the motor experience of children, to improve the movements familiar to them; develop dexterity, speed, ingenuity.

Stroke: Children are built in two columns. Against each at a distance of 6-7 m put flags of different colors (according to the number of children in the team). Not far from the children, a conditional line is drawn, from which they run one by one from each column to the flags. On the way, children must overcome such obstacles: run along the gymnastic bench, crawl into the hoop in any way, jump over the rope stretched at a height of 30 cm. Having overcome all the obstacles, the child takes the flag and runs sideways, bypassing the obstacles, to his column. Having run up, he must give a signal with a clap of his hand to a comrade who will run next. The teacher notes the detachment that quickly and well completed all the exercises. Children from this squad raise flags up.

  1. Pair relay

Target: exercise children in throwing and catching the ball to each other in motion; develop speed, agility, accuracy.

Stroke: The players in each team are divided into pairs. The team from the team is located 6-7 meters. The distance between the players in pairs is 2-3 m. The pairs run at the same time, throwing the ball to each other. You cannot take more than two steps with the ball in your hands. Having reached the flag, they return in the same way back and pass the ball to the next pair standing at the start.

  1. Throw the ball into the ring

Target: exercise children in throwing balls at a vertical target in different ways; develop accuracy, eye.

Stroke: Teams are built in columns one by one in front of the basketball backboards (you can also use a rack with a basket) at a distance of 2-3 meters or more. On a signal, the first number throws the ball around the ring, then catches the ball and passes it to the second participant, who performs the same task, etc. Players alternately throw the ball in the agreed way (two hands from the chest, two hands from below, one hand from the shoulder). The team with the most hits wins.

  1. Bring the ball

Target: improve the skills of running at speed with the performance of tasks; develop speed.

Stroke: Teams are built in columns one by one or in a line in front of the starting line. On the opposite side of the court, against each team, there is a box of tennis balls in the amount corresponding to the number of players in the team. On a signal, the first number runs to the box, takes one ball and runs back to his place, clapping on the shoulder of the next player;

the second number repeats the same, and so on. The relay race ends at the moment when the last player brings his ball and gets into line.

  1. forest relay

Target: teach children to run fast, navigate in space; develop motor activity, speed.

Stroke: The players are divided into 2-3 teams, stand in columns on one side of the clearing. On the other side of the clearing, 2-3 trees are selected, located at the same distance from the players. At the whistle or other signal of the teacher, those standing in the teams are the first to quickly run, crossing the clearing, run around their tree and return back. The next players stand ready with their left hands outstretched, palm up. When the first come running, they pass the baton with a touch of the hand, and then the children who are second run. The team whose players complete the task first and accurately wins.

Relay options: *

Each player runs around the tree 2-3 times;

Each player runs around the trees 2 times, describing the eight around them;

Do the task in pairs, holding hands.

Games with different movements

  1. Tiger and hares

Target: exercise children in running in a limited area, in climbing and jumping off a snowdrift; develop dexterity, speed, dodge.

Stroke: The game is played in a small area. There should be a snowdrift or any other snow-covered elevation on the site, open from all sides. Draw a circle 2 meters around the snowdrift. According to the counting rhyme, the driver is selected - "tiger". He stands on a snowdrift, and "hares" run in a circle. The task of the tiger is to jump on the hare and grab it. If the tiger only touched the hare, then this is not considered a win. When the tiger grabs the hare, they switch roles. Hares can dodge, run in circles, climb a snowdrift when there is no tiger there.

  1. Animals, prick up your ears

Target: to consolidate the ability to quickly, at the signal of the educator, rearrange from the general circle into several circles; improve the skills of different ways of walking.

Stroke: Children stand in a circle. The teacher disconnects it in several places. Small circles are created from the formed parts - houses of bunnies, squirrels, foxes, bears, frogs, etc. The teacher passes by the animals and invites them to follow her. Squirrels move, quickly mincing with their feet, hares - in small jumps, bears - roll over, foxes - with a soft step on their toes. Having formed a general circle, the children dance, spin, make any movements. At the signal "Hunters are coming!" animal children scatter and try to form circles-houses as soon as possible. The groups that do it first and fastest win.

  1. Entertainers

Target: activate the motor experience of children, improve familiar movements; develop attention, imagination, creativity.

Stroke: One of the players is chosen as an entertainer, he becomes in the middle of the circle. The rest of the children, holding hands, walk in a circle and say:

In an even circle, one after another

We go step by step.

Stand still, stay together

Let's do it like this...

Children stop, lower their hands. The entertainer shows some kind of movement, and all the children must repeat it. After 2-3 repetitions of the game, the entertainer chooses one of the players to take his place, and the game continues. Entertainers come up with a variety of movements, not repeating those shown. The game is repeated 3-4 times.

  1. cap and wand

Target: improve the skills of walking in a circle; develop attention.

Stroke: One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to the very nose, covering his eyes. The rest of the children hold hands, forming a circle. They go in circles, saying: One, two, three, four, five -

The stick will knock.

A child in a cap knocks with a stick. With the end of the words, everyone stops, turns to the middle. A child in a cap holds out a stick. The one she points to takes the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him. If he guessed correctly, he chooses who will go to the middle.

  1. Teteri

Target: to exercise children in performing movements in accordance with the text of the nursery rhyme, in running with catching. Stroke: As in our meadow

It costs a cup of cottage cheese

Two black grouse arrived

They pecked, they flew away.

Two players represent black grouse. They are in one of the corners of the room. Other children (6-8

people) stand in a circle in the middle of the room, holding hands. This is a cup of cottage cheese. The text is read in chorus, slightly crouching springily to the rhythm of the nursery rhyme. On the third line, the black grouse jumps closer to a cup of cottage cheese. On the fourth line, the grouse jumps on two legs near the cup, slightly tilting their heads inside the circle (pecking). With the end of the nursery rhyme, the children, depicting a cup, raise their hands up, shouting “Shu u u!”, As if frightening the grouse, and the grouse fly away to their corner. Children catch them. The black grouse changes places with the one who caught it. The game is repeated.

Running games

  1. Owl.

Target: improve the ability to run in all directions, without interfering with each other, stopping movement at the signal of the teacher; develop endurance.

Stroke: In one of the corners of the site, a nest of an owl is outlined by a circle. All children depict butterflies, beetles. The teacher appoints one of the players as a “owl”. At the signal of the educator "Day!" children run around the playground, waving their arms, imitating the movement of the wings. At the signal "Night!" an owl flies out of the nest. Butterflies and beetles freeze, stopping at the place where the signal caught them. And the owl, slowly flapping its wings, looks to see if someone is moving. The one who moves, the owl takes to his nest. The teacher says "Day!" again. The owl flies to its nest, and the butterflies and beetles begin to fly (run) again. The departure of the owl is repeated 2-3 times. After that, the number of those caught is counted, the teacher chooses a new owl, and the game resumes.

  1. Day and night

Target: improve speed running skills; develop speed, attention.

Stroke: The participants of the game are divided into two teams: "Day" and "Night". Their houses are on opposite sides of the site, beyond the line. Another line is drawn in the middle. At a distance of one step from her, on either side, teams line up with their backs to each other. The teacher says: “Get ready!”, And then gives a signal to the team that should catch. If he said “Day”, then the children from the “Night” team run to their house, and the children from the “Day” team turn around and catch them, but only to the border of the house of the runaways. The number of caught is counted, then the children line up again along the line and wait for the next signal.

The game is repeated 4-6 times. The teacher can name the same team 2 times in a row, but it is necessary that in total each team catches the same number of times. The team that catches the most kids wins.

  1. Two frosts.

Target: exercise while running at speed with catching and dodging.

Stroke: On opposite sides of the site (2 parallel lines are drawn at a distance of 15-20 m)) two houses are marked. The players are located in one of them. With the help of a counting rhyme, two "Frosts" are chosen. Both frosts stand in the middle, facing the players and pronounce the text: We are two brothers, well done,

Two frosts are daring.

One(pointing to himself) I am frost - Red nose,

Another: I am frost - Blue nose.

Well, which of you will dare to set off on a path?

Children: We are not afraid of threats

And we are not afraid of frost!

After these words, the children run across to the other side of the playground beyond the “home” line, and the Frosts try to catch and freeze them. "Frozen" stop at the place where they were touched and stand still until the end of the run. Frosts again speak words, and the players run back, helping out the frozen ones along the way. After 2-4 runs, the number of those caught is counted, other frosts are selected, the game is resumed.

  1. Skipping rope.

Target: improve running skills with catching and dodging; learn to coordinate your movements with the movements of your comrades; develop orientation on the site.

Stroke: Two children take an ordinary short rope by different handles, run around the playground, trying with their free hand to knock down one of the children running away from them. The first one caught stands between the leaders, takes the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them must catch one player. (do not let go of the rope, coordinate actions in triplets).

  1. Get your couple.

Target: improve speed running skills; develop speed, coordination of movements.

Stroke: Children become pairs one by one at a distance of 2-3 steps on one side of the playground. At the signal of the teacher, the first in pairs run to the other side of the site, the second catch up (each with their own pair). In the opposite direction, the children change places: first

GAMES RELATED TO RANGE AND GOAL THROWING

"HUNTERS AND FOXES"

The players - "foxes", form a circle, in the center of which the leader with the ball in his hands is the "hunter". On a signal, the foxes scatter, and the hunter tries to knock out one of the players with the ball. A salted fox becomes a hunter. The hunters, already together passing the ball between themselves, knock out the foxes. If the foxes can intercept the ball, then they pass it to each other, switching roles. The game lasts a certain time, the team that has more opposing players in captivity wins.

"HIT THE BALL ON THE GOAL"

The players are divided into 2-4 teams, which line up in a column one by one behind the start line. At a distance of 4-6 m from the start line, a mace is placed in front of each column. The ball lies at the feet of the first players on the line. On a signal, the first players, rolling the ball on the floor, try to hit the mace with them, run after the ball and pass it to the next one. The team that manages to knock over the mace more times wins.

"MOVING TARGET"

The players are divided into pairs in teams and form lines in pairs at a distance of 4-5 m. In the hands of the guides there is a basketball. At the beginning of each team there is a leader with a hoop. On a signal, the driver begins to move with the hoop raised up. At this time, the guides perform the transfer to the partner in the hoop. It is important that the ball does not touch the floor when passing the ball, and for each hit in the hoop, the team receives a point.

"BREAK THE TAIL"

The players are divided into two teams. One team stands in a square in the form of a snake, holding hands on each other's belt. The other team stands behind the square. On a signal, this team tries to knock out the last player in the snake with the ball. The player standing in front tries to prevent this by constantly moving and raising his hands. If the team located outside the circle managed to knock out the last one in the snake, then the knocked out one goes out of the square. The game continues until there are two players left. Then the teams switch roles. The team that completes the task faster wins.

"BALL TO THE GOAL"

Each of the players has a tennis ball in their hands, which are located on the throwing line. At a distance of 10 steps, the driver throws a volleyball up. The task of the players is to hit the flying ball. A point is given for each hit. The winner is the player who scored more points in 8-10 attempts.

"SNIPERS"

The players form two teams. If all the players do not fit in one line, then one team becomes after the other. All players receive a tennis ball. Teams are located in front of the throwing line. At a distance of 6-7 m from it, 10 towns of two colors stand in a row at a step distance from one another, and each team has towns of a certain color. On a signal, the players of one team simultaneously throw balls into the towns. The downed town of his team moves one step further from the throwing line. The downed town of the other team is placed one step closer to the throwing line. Then another command does the same. Each team throws balls 3-5 times. The team that manages to move their towns further from the throwing line wins. This takes into account how many steps the towns are moved away.

"HIT THE GOAL"

The players are divided into two teams and line up on the sidelines opposite each other. A volleyball is placed in the center. Each team has 6 basketballs. On a signal, the players throw the balls at the volleyball, trying to roll it back to the opposite team. The team that manages to roll the ball over the other wins. It is not allowed to stop the ball with your feet or hands, as well as run to the center for basketballs.

"PROTECTION OF FORTIFICATIONS"

The players stand in a circle at arm's length. In front of their socks, a circle is drawn on the floor, in the center of which maces or a low stand are placed. A leader is chosen, who stands in the middle of the circle to protect the fortifications. Those standing in a circle have a volleyball. On a signal, the players begin to knock down 3 maces with the ball. The defender covers the tripod by hitting the ball with his hands and feet, but he is not allowed to hold the maces with his hands. The player who manages to knock down the fortifications changes places with the defender. The game is running for a set time. Players are not allowed to go over the line. If the defender himself knocked down the fortification, then the player who had the ball at that moment takes his place.

"HUNTERS AND DUCKS"

The players are divided into two teams - "hunters" and "ducks". The hunters stand on opposite sides, breaking in half at a distance of 7-10 m. Ducks are randomly located in the center. One of the hunters has a ball. On a signal, the hunters, throwing the ball in different directions, without going beyond the line, try to knock them down ducks, and they, in turn, dodge the ball. The player hit by the ball is out of the game. When all the ducks are knocked out, the teams switch roles. The winning team is the one that stays in the center the longest.

"PROTECT THE CITY"

The players stand in a circle at a distance of one step with 6-8 balls. A town was built in the middle of the circle, i.e. several pins are placed at such a distance that a ball can freely pass between them. The town is guarded by three guards. The players, standing in one place, send the ball to the town with their foot. The one who hits the pin with the ball takes the place of the watchman. But the players must not miss the ball, beaten off by the watchman for the circle. All guards and attackers work only with their feet.

"SHOOT"

The players are divided into two teams and freely placed on their field (Fig. 10). The coach tosses the ball in the center between the captains, who are trying to hit the ball to their partners. Having received the ball, the player tries to hit the opponent without going beyond the middle line. The opponent takes cover from the ball and, in turn, tries to hit the opposing player with the ball. The player, pinned by the ball, goes behind the line of captivity to the opposite team until his players help him out by throwing the ball to him. They play for 10-15 minutes, after which the prisoners in each team are counted.

"MOVING TARGET"

The players stand in a circle. One player has a volleyball. In the center of the circle is the driver. The players, throwing the ball, try to hit the driver with it (it is not allowed to hit the head). The driver dodges the ball. The one who hit the driver with the ball without going beyond the line changes places with him. Play 5-7 minutes. after which the most dexterous drivers are noted.

"SHTANDR"

The players form a circle, in the middle of which is the driver with the ball. With the words: "Ball to the top!" - Throws the ball up. The players at this time try to run as far as possible from the center of the circle. The driver catches the ball and shouts: "Shtandr!". Everyone should stop, and the driver, without leaving the spot, throws the ball at the one who is closest to him. The stained becomes the driver. If the driver misses, then he remains the driver again.

"Dodge the ball"

The players are divided into three teams. The platform is also divided into three parts. Each team is placed on its site in random order. One of the players between the other two has the ball. On a signal, the team occupying the middle section tries to hit the players in the outer fields with the ball. And those, in turn, strive to make as many hits as possible on the players located in the middle section. At the end of the time, the teams change places. The team with the most points wins.

"HUNTERS"

The players run around the playground. Three hunters stand in different places, each with a small ball. At the signal of the head "Stop", all the players stop, and the hunters from the spot aim the ball at one of them. "Killed" replace hunters. The players have the right to dodge the ball, but must not leave their place, but they can catch the ball. If the player leaves the place after the "Stop" command, he replaces the hunter.

"PROTECT YOUR COMRADE"

The players stand in a circle with one volleyball. There are two drivers in the center - they throw the ball at one, and the other defends it, beating it off. On a signal, the players begin to throw the ball at the driver, trying to knock him down. If the players hit the ball in the driver, then the hit player goes to the middle, and the player who was in defense takes the place of the tagged one. In conclusion, a player is noted who defended his partner well.

"CIRCULAR SHOT"

The players are divided into two teams - drivers and field players. The drivers form a large circle, and the field players are in the center of this circle. On a signal, the drivers try to hit the ball with the field players. Players of the field, dodging the ball, can catch it. If a player is tainted, he is temporarily out of the game. If he caught the ball, then he is not considered to be touched and has the right to help out one of those who came out. The game lasts a certain time (3-5 minutes), after which the remaining players of the field are counted and the players change places. The team that manages to tarnish more players on the field wins.

"STOP"

The players choose the driver, and the rest of the players stand in a circle and are calculated in numerical order. The driver with the volleyball is in a circle. On a signal, the driver hits the ball on the floor and calls one of the numbers. This number runs to the middle of the circle and tries to catch the ball, while the rest run around the court. As soon as he catches the ball, he shouts:

"Stop!" The players must stop and stand still, and the driver tries to hit any player with the ball. If he does not hit the player, then he runs after the ball, and the players again scatter around the court. If the driver hits, then the players change roles.

"CORNER BALL"

The players are divided into two teams of 4,8,16 players each. The players of one of the teams occupy the corners of the quadrangle or hexagon clearly marked with lines (Fig. 11). Their task is to hit as many opponents as possible with the ball, which are located in a polygon, the length and width of which have different sizes depending on the preparedness of the students. On signal, the outside players,

passing the ball to each other, they try to hit the ball with the opponents who are in Fig. 11

inside the polygon and can only shoot around corners. If the throw turned out to be accurate, then the team that threw the ball gets a point. If the inside player managed to dodge the ball, the outside players run away from their places inside the circle, and the inside players try to pick up the ball as quickly as possible. The one who lifted it shouts:

"Stop!" and throws the ball from the place where he picked it up at one of the outside players, who, on the command "Stop!", are obliged to stop and have no right to evade the ball. If the thrower pins the opponent, his team gets a point. The game continues until the agreed number of points, after which the teams change roles. The winner is the team that manages to score the required amount of points in a shorter period of time.

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