Fun recess in elementary school games. Games for children at school

Games during recess for students in grades 1–4.

The quality of the educational process at school depends on the skillful organization of physical education and recreational work. A special place is given to the organization of sedentary and active games during breaks with students primary classes.

Carrying out dynamic pauses contributes to the unity of the children's team and better perception educational material, physical development and education of volitional qualities; in the educational process it helps reduce fatigue, increases emotional mood and performance.

Games are great way distract yourself, tune into a new mood, or simply cheer yourself up. After all, as is known, with good mood It's always easy to learn.

I offer my colleagues some games that can be used during dynamic breaks in primary school.

Green, red, yellow

Children stand in a circle, the teacher with three circles (green, red, yellow) is in the middle. The teacher gives the commands: “Stop! Get ready! Let’s go!”, while simultaneously raising the corresponding circle. Students who make a mistake leave the game.

"Burners"

The players stand in pairs one after another. In front, at a distance of two steps, stands the driver - the burner. The players chant the words:

Burn, burn clearly so that it doesn’t go out.

Stand by, look at the field,

Trumpeters ride there and eat rolls.

Look at the sky: the stars are shining,

The cranes shout: “Gu, gu, I’ll run away.”

One, two, don’t be a crow, but run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, they stand in front of the first pair, and the burner is lit again. The game repeats itself. If the burner manages to stain one of those running in a pair, then he stands with him in front of the column, and the one who is left without a pair burns. The burner should not look back. He catches up with the fleeing players

as soon as they run past him.

"Cat and Mouse"

The players stand in two rows facing each other, hold hands, forming a small passage - a hole. There are cats in one row, mice 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 catches the mouse, the players stand in a row. 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.

Russian folk game "Zarnitsa"

Children stand in a circle, hold their hands behind their backs, and one of the players - Dawn - walks behind with a ribbon and says:

Zarya-lightning, red maiden,

I walked across the field, dropped my keys,

Golden keys, blue ribbons,

The rings are entwined, I went for water!

With the last words, the driver carefully places the ribbon on the shoulder of one of the

players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who remains without a place becomes the dawn. The game repeats itself.

Rules of the game. Runners must not cross the circle. The players do not turn around while the driver chooses who should put the ribbon on their shoulder

Golden Gate
In the Golden Gate game, two players stand opposite each other and, holding hands, raise their arms up. The result is “collars”. The rest of the children stand one after another and put their hands on the shoulders of the person walking in front or simply join hands. The resulting chain should pass under the gate.
"Vorotiki" pronounce:
Golden Gate
They don't always miss!
Saying goodbye for the first time
The second one is prohibited
And for the third time
We won't miss you!
After these words, the “collars” sharply lower their hands, and those children who were caught also become “collars.”

Rules of the game

1. Two players stand opposite each other and, holding hands, raise their arms up. The result is “collars”.

2. The rest of the children stand one after another and put their hands on the shoulders of the person walking in front or simply join hands. The resulting chain should pass under the gate.

3. Children who are caught also become “gatekeepers”. Gradually the number of “gates” increases, and the chain decreases.

4. The game ends when all children become “gates”

Cones, acorns, nuts

Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle. The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone else’s place. If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.

Rules of the game

1. Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle.

2. The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone else’s place. If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.

Claps

Claps - fun game on attention and reaction for a large group of children. This children's game is well suited for recess at school.

The players stand in a circle. Each player receives a serial number.
All players together begin to clap rhythmically: twice on their hands, twice on their knees. In this case, one of the players says his number when clapping his hands, for example, “five-five,” and when clapping his knees, he says the number of any other player.
A player who does not have time to name his number or who names the number of an already eliminated participant leaves the game.
The last two remaining players win.

Rules of the game

1. Players stand in a circle.

2. Each player is assigned a serial number.

3. Everyone begins to clap rhythmically together: twice on their hands, twice on their knees.

4. By clapping his hands, the player calls out his number, and by clapping his knees, the number of any other participant standing in the circle.

5. Anyone who does not have time to name his number or who has already named the number of an already eliminated participant leaves the circle and stops the game.

6. The last two remaining players win

Three, thirteen, thirty

Three, Thirteen, Thirty is a game that develops attention and quick reactions in children.

Game description
Participants in the game agree in advance which number represents which action.
Players line up at a distance of arms outstretched to the sides.
If the driver (teacher) says “three”, all players must raise their hands up, when the word “thirteen” - hands on the belt, when the word “thirty” - hands forward, etc. (You can come up with a variety of movements)
Players must quickly execute the appropriate movements.

Rules of the game

1. Participants agree in advance which of the numbers represents which action

2. Players line up at a distance of arms outstretched to the sides

3. The driver calls a certain number - participants must quickly perform the corresponding action

4. The driver can name the numbers in any order

5. The player who made a mistake takes one step back and continues the game there

6. The winner is the one who remains in the starting position at the end of the game.

Edible - inedible

To play you need: a group of players sitting in a row, a leader and a ball. The presenter throws the ball to each player in turn and at the same time pronounces a word. If the word is “edible” (i.e. it meant some kind of food: “ice cream”, “sausage”), then the player must catch the ball. If it’s “inedible” (“stool”, “cup”), push it away. The one who makes a mistake (catches the ball) changes places with the leader.

The game requires good reaction and attention.

Damaged phone

Usually two teams play. The leader thinks of a word and whispers it into the ear of the first team member. He passes the word (also quietly, so that no one hears) to the next player, and so on - along the chain. The last team member says the word out loud. The team that correctly “conveyed” the leader’s word through all the players wins. Sometimes you can hear hilarious versions of the hidden word, which was incorrectly conveyed by the “damaged phone”.

Many people complicate the game: the presenter thinks of not a word, but a whole phrase.

Brook

The number of players should be odd: everyone is divided into pairs and stands one after another, connecting their hands in pairs with their hands raised high. The driver enters the formed corridor, chooses a pair from among the players and stands at the end. The released player becomes the driver.

Cat and sparrows

A circle is marked on the floor with chalk or rope. There will be a “cat” in the circle, and a “sparrow” behind the line. At the teacher’s signal, the latter begin to jump into the circle, and the “cat’s” task is to quickly catch one of them. Then the caught “sparrow” itself becomes a “cat”.

Association

One player passes a word to another, for example, “sea,” and the other says a word in his ear that is related in meaning, for example, “fish,” and so on. After last man says out loud what was conveyed to him.

Find the hidden object

One student turns away, the rest of the children hide the object (stick, cube, etc.). After this, they tell the “route” to the one who will be searching: walk straight two steps, turn left, walk seven steps forward and you can search.

How are your things doing?

Students come to the table. Everyone looks at his clothes and answers the teacher’s question: “Is Andrei’s shirt doing well?” The children answer: “Okay. It’s ironed, clean, all the buttons are in place.” Not only the student’s clothing is discussed, but also his hairstyle. shoes. All this will help you figure out how best to take care of your clothes and shoes in order to look neat.

Daily routine

Students are given story pictures that depict the schoolchild’s routine moments. Students look at the pictures, then quickly line up one after another, observing the sequence of performing the routine moments.

How do we dress?

Students come up with the names of items of clothing: scarf, dress, mittens, shoes, socks, etc. Each student quietly names what they have planned to the teacher (the same items should not be repeated). Then one of the children (at first the teacher does this) says, for example: “I was going sledding and put it on...”. Interrupting the story, he points to any student who names the intended word. Students must say whether the children dressed correctly in this case.

Wand, stop!

The students stand in a circle, the teacher in the center. The game takes place in the form of a relay race: children name the words and at the same time pass the stick around in a circle. They agree in advance on what topic the words will be about: “What are we going to talk about?” - "About winter." The teacher suggests choosing words about the weather first and gives a stick to one of the children; he calls the first word (frosty) and passes the stick to the next participant in the game, etc. Thus, the children select many words (windy, cold, snowy, etc.).

If the player repeats a word that has already been named or cannot find the right one for a long time, the teacher says: “Stop! Stick, stop!” - and this student leaves the circle.

Necessary - not necessary

The presenter says: “I want to plant a garden. Do I need cabbage?” The children answer: “We need it.” When listing vegetable plants, the presenter names fruit plants. Whichever child made a mistake pays a forfeit. Having “planted” the garden, the children continue the game - they begin to “plant” the garden. The presenter, when listing fruits, uses the names of vegetables. The one who never makes a mistake wins.

Who is this?

The students take turns taking cards from the leader, but so that the children do not see what is drawn there. The one who pulled out the card imitates the voice and movement of the animal depicted on it, and the rest guess what kind of animal it is.

Crossroads

To play, you need a “crossroads” (drawn with chalk). At the intersection there should be “crossings”, “safety islands”, and stop lines. The leader, acting as a traffic light, stands in the center of the intersection. Students are divided into two groups: pedestrians and vehicles. At the traffic light signal, pedestrians cross the street. Transport is moving. The leader monitors compliance with traffic rules. Violators are excluded from the game. Those who do not violate traffic rules win.

Nimble Pedestrian

Pedestrians take turns crossing the intersection. Going over means throwing the ball into the green eye of the traffic light while moving. If you hit a red light, the pedestrian has no right to cross the street and is eliminated from the game. If he hits yellow, he gets the right to throw the ball again.

Any number of players can participate in the game. First, the driver is selected. He stands facing the wall or simply with his back to the other players, who are located 10-15 steps behind him. The driver says the phrase “If you drive more quietly, you will continue” and quickly turns around, carefully looking at the players. Players can only move while the driver says a phrase. When he turns, everyone must be completely still. If the player moves even a little, or even just smiles, he is eliminated from the game. The winner is the one who can get close to the driver and touch him with his hand when he turns away.

Fishing rod.

1. Participants stand in a circle. The leader in the center spins a rope with a small medicine ball at the end.

2. The ball must pass under the players' feet. Whoever touches the rope is temporarily eliminated from the game. Those who never touch the rope win.

3. Those who never hit the rope win.

The third one is extra.

1. Children in pairs, holding hands, walk in a circle. Two leaders: one runs away, the other catches up.

2. The fleeing player will be saved from pursuit if he takes the hand of one of the pair.

3. Then the one who remains becomes redundant and runs away. When the one catching up touches the one escaping, they change roles.

1. Children stand behind the circle line. In the center of the circle is the leader. One of the players has the ball.

2. Those standing behind the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend so that he can make a throw.

3. The leader runs, dodging the ball. The player who did not hit the leader with the ball takes his place.

Jumping sparrows.

1. Draw a circle with a diameter of 4 m on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle.

2. At the signal, the “sparrows” begin to jump in and out of the circle.

3. The “cat” catches.

4. The caught “sparrow” is in the center.

5. When all the “sparrows” are caught, a new “cat” is selected.

6. The winner is the “cat” that can catch all the “sparrows” faster than others.

Game "Help a Friend"

This game is aimed at developing mutual assistance and support for each other. Two players are selected, one of whom is the driver, must catch up and “trash” the other. The rest of the children stand in a circle, at a distance of about one step. The runner and the driver run along the circle, and the second one tries to catch up with the second one. But the runner, if he feels that he is being overtaken, can ask for help from any player in the circle by shouting his name. Then the named player leaves his place and runs in a circle, and the first running player takes his place. However, the vacated seat can also be taken by someone who is catching up, then the “driver” becomes the student who did not have time to take the seat.

Owl
The driver is selected - “owl”. The players are on the playground, and the “owl” is in the nest (a designated place for this). At the signal “The day is coming,” the children, imitating the flight of butterflies, dragonflies, birds, beetles and “turning” into other animals, frolic, trying to show as accurately as possible who they portray.

At the command “Night is coming,” all players must “freeze” in the position in which it caught them. The “owl” goes out “to hunt” and takes those who move to the nest. At the signal “The day is coming,” the owl goes into the nest, and the players “come to life” again. “Owl” changes after 2-3 games.


Vakarina Ekaterina Alexandrovna

In our childhood, recess was a reign of anarchy: we could run around to our heart's content and even engage in hooliganism in order to warm up after school. Modern children are completely different: most often they spend their breaks with smartphones or tablets. If you don’t agree that catching Pokemon is the only thing you can do during recess at school, let’s try together to “stir up” the younger generation and direct the child’s energy in the right direction. Here are our tips and recommendations.

What to do with children during recess at school?

There are two options, depending on what age and temperament you are looking for:

  1. Calm games. Suitable for girls and schoolchildren with a calm temperament. They develop concentration and creativity in children.
  2. Active games. Needed primarily by younger schoolchildren: many of them are hyperactive and have difficulty adapting to school after kindergarten and need to release pent-up energy.

Calm and active school games during breaks can be alternated and even combined with each other - to productively occupy children of different ages, hobbies and needs.

Advice : To make it more interesting for children, try building recess games around their favorite cartoons, films or TV series. We also recommend setting aside a special room for games and other activities, where children can run, climb and jump without the risk of injuring themselves or breaking glass.

Calm games: developing creativity and attention

Drawing and sculpting

If the weather permits, you can draw with crayons outside or build snowmen. If you don’t want to go outside, it’s no less interesting to draw with pencils or crayons on paper or sculpt from plasticine.

Choose a topic, it can be anything: your favorite cartoon characters, the time of year and upcoming holidays, travel, family and leisure. If necessary, let the children continue working at the next breaks until they finish. Finally, collect or photograph the work and set up a display in the classroom or hallway.

For whom: children of any age.

Playing checkers or chess

It is better to conduct it in a specially equipped classroom or playroom where children can concentrate. It will help develop logic, concentration and competitive spirit, as well as identify those who have special abilities in mathematics.

"Crocodile"

This game is familiar to many: everyone in the chain makes a word for the driver, which he must show to the others only with the help of pantomime and improvised means. The driver guesses the next one for the first person to guess the word. Develops imagination and other creative abilities, helps to attract the attention of hyperactive children who find it difficult to concentrate.

For whom: for children of any age.

Active games: letting off steam

Quest

An ideal way to captivate even the most restless ones. The theme can be the search for pirate treasure, secret weapons or magical superpowers. Hide in different places (in the classrooms, hallway, cafeteria) leaves with riddles, the answer to which leads to the next stage. It is better if several teams play. In the final, the winners receive a prize, which they find using clues: for example, sweets, badges, toys, bright bracelets or juice. Quests develop logic, competitiveness and team spirit well. And, besides, this type of game is very popular among children, it will be easy for you to captivate them.

For whom: high school students.

Change of numbers

Players stand in a circle, close to each other, and receive numbers (in order). In the center there is a presenter who calls out two numbers, whose owners must quickly change places. While they are changing, the leader tries to take one of the vacant places in the circle. If successful, the player whose place is occupied drives. The game develops concentration and mental calculation skills, which is especially useful for younger students. At the same time, speed and reaction are important here, which is suitable for older children.

Catch it if you can

The players stand in a circle and join hands. There are two people in the center: one blindfolded, and the other with a bell in his hands (you can use a phone with a ringtone, a squeaker, or any toy with sound). The player with the bell moves in a circle, making a sound and muffling it in time, and the first player catches, focusing on the bell. This game captivates not only the participants, but also the audience, and also develops dexterity and reaction. The circle is needed as a safety net: this way a blindfolded child will avoid injury.

For whom: for primary and secondary schoolchildren.

Game for attention

Children line up in a line or circle. The presenter gives the commands: “Sit down!”, “Get up!”, “Jump on one leg!” and so on, but sometimes he does something completely different. The players’ task is to strictly follow commands, not paying attention to the actions of the leader. The one who makes a mistake is eliminated from the game, and in the end there is only one winner left: he can be awarded a certificate or medal “The Most Attentive”. The game develops attention, logic and helps even sedentary children to warm up.

For whom: for primary schoolchildren.

Games during breaks with younger students.

Outdoor games must meet the following requirements:

· - all exercises in games must correspond to the physiological and psychological characteristics of children;

· - the games played should be simple in content, accessible to children and arouse their interest;

· -games should not be of an acute conflict nature or cause too much gaming excitement;

· - games should provide the opportunity for any student to enter and exit the game at will.

It is best to use games that are familiar to children during breaks, so as not to waste time explaining new ones. But if the game is new, then it is advisable, after a short explanation of its essence, to try the game to find out how well the students understood it. Then make amendments, and then start the game according to all the rules until the corresponding result.

    Dashes

The players stand in a circle, at a distance of three steps from each other. One of them becomes in the center. Each participant marks their place - a small circle around their feet on the ground.

At the command “Change!”, given by the person standing in the center, all participants change places, crossing the circle. The person standing in the center must take advantage of this dash to take someone else's empty place.

2. Passing the ball

The players are divided into two or more teams, located at a distance of several steps from each other, and stand in a column one at a time. The head players are at the same distance from the intended line drawn on the ground; each of them holds a ball in their hands. At the teacher’s command, the ball is passed from hand to hand over the heads of the players until it reaches the last player. He quickly runs forward, stands at the head of his column, and the transfer of the ball begins again. When the first player is last and receives the ball, he runs to the target line and places the ball on the ground. The one who does this before others ensures victory for his team.

Note: The ball can also be passed between the legs of the players or alternately: over the heads of the odd numbered players and between the legs of the even numbered players. You can also roll the ball between the players' legs from one end of the column to the other.

3. Change of numbers

The players stand in a circle, shoulder to shoulder, and are counted in numerical order. The driver is in the center. He calls out any numbers loudly. The called numbers must quickly change places, and the driver tries to take one of the empty seats. The one left without a seat becomes the driver.

4. "Wolf" and "lamb"

The players stand in a column one at a time, holding each other tightly by the waist. The first depicts a shepherd, the last a lamb, the rest - sheep. The player representing the wolf stands a few steps ahead of the “shepherd” (facing him). At the teacher’s signal, the “wolf” rushes to grab the “lamb”. The “Shepherd”, with his arms stretched out to the sides, tries not to miss him. "Sheep" run in the least dangerous direction. When the "lamb" is captured by the "wolf", the teacher assigns a new "wolf", "shepherd" and "lamb" and the game resumes.

5. Rope relay

The players are divided into two teams and stand in a column one at a time. The first and second players separate from the column and take the rope by the ends. At the teacher’s signal, they walk along the entire column, and the players jump in place, trying not to touch the rope. Then the first player stands at the end of the column, and the second and third players continue the game in the same way. The game continues until the first player is again at the head of the column. The team that finishes the relay first wins.

6. “Stop!”

On one side of the court, the players line up in one line, on the other, the driver stands with his back to the players. He covers his face with his hands and says: “Walk quickly, watch without yawning! Stop!". While the driver says these words, all players should approach him as quickly as possible. But with the command “Stop!” they must immediately stop and freeze in place. The driver quickly looks around. If he notices that one of the players did not have time to stop in time and made at least one small movement, the driver sends him back beyond the starting line. After this, the driver again takes the starting position and says the same words. This continues until one of the players manages to get closer to the driver and stain him before he has time to look back. After this, all the players run behind their line, the driver chases them and tries to tarnish someone. The stained one becomes a driver.

7. “The second one is superfluous”

The players form a circle, standing at a distance of two steps from each other. Two players are outside the circle, one of them catches the other. The runner can stand in front of any of the players, and then the one who is behind becomes the runner. You can run both inside and outside the circle. If the one catching up stains the one running away, then they change roles. If there are many players, they stand in a circle in pairs at the back of each other’s heads. In this case, the runner becomes ahead of any of the pairs, and the one who ends up third runs away (in this case, the game is called “The third one is extra”).

Option. The one who turns out to be superfluous does not run away, but becomes the one who is catching up, and the one who is catching up becomes the runner.

8. “Group, attention!”

The players stand in one line. The leader, turning to face the children, gives various drill commands, which they must execute if the leader first says the word “group” before the command. If the word is not spoken, the command cannot be executed. Whoever makes a mistake takes a step forward, but continues to play. After the second mistake, he takes another step forward, etc. The game lasts about three minutes. At the end of the game, the most attentive ones are celebrated, i.e. those who remained standing in their original position. According to the rules, those guys who did not execute the correct command in a timely manner also take a step forward. Instead of taking a step forward, the offenders can be awarded penalty points. In this case, the winners are those participants who score the fewest penalty points.

9. “Accurate calculation”

A circle with a diameter of 40-60 cm is drawn on the floor. The player stands in the circle, blindfolded. His task is to leave the circle, take eight steps and return to the circle again.

10 "Carousel"

The players stand in a circle. There is a rope on the floor, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding it with their right or left hand, walk in a circle saying:

Barely, barely

The carousels are spinning

And then around

And then around and around, all running, running, running.

Children move slowly at first, and after the word “Run” they run. At the leader’s command “Turn!” they quickly take the rope with their other hand and run in the opposite direction saying:

Hush, hush, don't rush!

Stop the carousel.

One and two, one and two,

The game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the floor and scatter around the site. At the signal, they rush to grab the rope with their hand again, and the game resumes. You can only take a seat on the carousel until the third bell. Anyone who arrives late to the carousel does not participate in the game.

Option. There may be three marks on the rope less than the total number of participants. When boarding the carousel, children must grab the tag. Anyone who does not have time to grab the mark does not participate in the game.

11. “By the bear in the forest”

All players stand freely grouped on one side of the site, on the opposite side a line is drawn - the edge of the forest. Behind the line, two or three steps from it, is the “bear’s den.” Children approach the bear’s den and begin to make movements imitating picking berries and mushrooms and at the same time they all say together:

By the bear in the forest

I take mushrooms and berries,

And the bear is sitting

And he growls at us.

When children say last word“growls”, the bear jumps out of the den with a growl and tries to catch someone. He takes the caught one to the den. The game ends when three to five guys are caught.

12. “Jumping Sparrows”

A circle is drawn on the floor of the court so that all players can freely fit around its circumference. One of the players - the “cat” - is in the center of the circle. The rest of the players - “jumping sparrows” - stand behind the circle at the very line. At the leader’s signal, the jumping sparrows begin to jump out of the circle, and the cat tries to one of them at the moment when he is inside the circle. The one he caught becomes a cat, and the cat becomes a jumping sparrow, and the game continues. The one who is never caught wins.

Option. Jumping sparrows jump on only one leg.

13. "Empty Space"

All players, with the exception of the driver, stand in a circle no more than half a step from each other, with their hands behind their backs. The driver runs from the outside of the circle, touches one of the players and then continues to run around the circle in one direction or another. The player touched by the driver runs in the opposite direction, trying to reach his place before the driver. When they meet along the way, the players greet each other by raising their hands, crouching in front of each other, etc. The driver is the one who did not have time to take the empty seat.

14. Game “Earth, water, fire, air”

The players stand in a circle, with the leader standing in the middle. He throws the ball to one of the players, while pronouncing one of four words: earth, water, air, fire. If the driver said the word “earth,” then the person who caught the ball must quickly name some domestic or wild animal. The player responds to the word “water” with the name of a fish. The word "air" is the name of birds. When you hear the word “fire,” everyone should quickly turn around in a circle several times, waving their arms. The one who makes a mistake leaves the circle.

15. Game "Hot Ball"

The players stand in a circle, the leader stands with his back to the players outside the circle. At the leader’s signal, the players pass the ball to each other (for example, clockwise). Suddenly the presenter says: “Stop!” The one who has the ball at this moment leaves the game. Finally, only two players remain. They stand in front of each other and, at the signal, as before, begin to quickly pass the ball to each other. When the presenter says: “Stop!”, the ball will be in the hands of one of the players. In this case, it is considered that the second one has won.

The game trains attention and speed of movements.

Green, red, yellow

Children stand in a circle, the teacher with three circles is in the middle. The teacher gives the commands: “Stop! Get ready! Let’s go!”, while simultaneously raising the corresponding circle. Students who make a mistake leave the game

Find the hidden object

One student turns away, the rest of the children hide the object (stick, cube, etc.). After this, they tell the “route” to the one who will be searching: walk straight two steps, turn left, walk seven steps forward and you can search.

How are your things doing?

Students come to the table. Everyone looks at his clothes and answers the teacher’s question: “Is Andrei’s shirt doing well?” The children answer: “Okay. It’s ironed, clean, all the buttons are in place.” Not only the student’s clothing is discussed, but also his hairstyle. shoes. All this will help you figure out how best to take care of your clothes and shoes in order to look neat.

Daily routine

Students are given story pictures that depict the schoolchild’s routine moments. Students look at the pictures, then quickly line up one after another, observing the sequence of performing the routine moments.

How do we dress?

Students come up with the names of items of clothing: scarf, dress, mittens, shoes, socks, etc. Each student quietly names what they have planned to the teacher (the same items should not be repeated). Then one of the children (at first the teacher does this) says, for example: “I was going sledding and put it on...”. Interrupting the story, he points to any student who names the intended word. Students must say whether the children dressed correctly in this case.

Wand, stop!

The students stand in a circle, the teacher in the center. The game takes place in the form of a relay race: children name the words and at the same time pass the stick around in a circle. They agree in advance on what topic the words will be about: “What are we going to talk about?” - "About winter." The teacher suggests choosing words about the weather first and gives a stick to one of the children; he calls the first word (frosty) and passes the stick to the next participant in the game, etc. In this way, the children select many words (windy, cold, snowy, etc.). If the player repeats a word that has already been named or cannot find the right one for a long time, the teacher says: “Stop! Stick, stop!” - and this student leaves the circle.

The Riddle of Parsley

The teacher reports that a letter has been received from Petrushka with an interesting riddle. Reads the letter: “Dear children! I now live in the country, I walk a lot. I found good friend. Guess who he is.

It's cold in the summer,
Warms in winter
Does it feed in the fall?
Who is this friend?"

Using this principle, you can select riddles of any content.

Who flies (jumps, swims, runs, crawls)?

The teacher shows a picture of an animal, and students tell where it lives and how it moves. Five links are selected for the game. Each of them receives a triangle of a certain color, and the rest of the children receive pictures of animals. At the signal, children whose pictures depict animals that fly stand near the student with a green triangle, those with images of floating animals stand near the link with a blue triangle, etc. The link that quickly and correctly completed the task wins.

It happens - it doesn’t happen

The teacher says: “I will tell you about what the weather is like at this or that time of the year, what children and adults do, and you must say whether this happens at this time of the year.”
Teacher: Snow fell and snowdrops bloomed.
Children: that doesn't happen.
Teacher: Why? When does it snow? When do snowdrops bloom?
In the future, you can use the following “confusions”:
The boy went on skis to pick strawberries.
Roses are blooming in the garden, and a janitor is sweeping snow on the paths.
Yellow leaves are falling, children go to school for the first time.
The flowers have bloomed, the birds have flown away, and the trees are budding.
The boy was in the forest and saw a rooster in a hole.

Necessary - not necessary

The presenter says: “I want to plant a garden. Do I need cabbage?” The children answer: “We need it.” When listing vegetable plants, the presenter names fruit plants. Whichever child made a mistake pays a forfeit. Having “planted” the garden, the children continue the game - they begin to “plant” the garden. The presenter, when listing fruits, uses the names of vegetables. The one who never makes a mistake wins.

Who is this?

The students take turns taking cards from the leader, but so that the children do not see what is drawn there. The one who pulled out the card imitates the voice and movement of the animal depicted on it, and the rest guess what kind of animal it is.

Crossroads

To play, you need a “crossroads” (drawn with chalk). At the intersection there should be “crossings”, “safety islands”, and stop lines. The leader, acting as a traffic light, stands in the center of the intersection. Students are divided into two groups: pedestrians and vehicles. At the traffic light signal, pedestrians cross the street and vehicles move. The leader monitors compliance with traffic rules. Violators are excluded from the game. Those who do not violate traffic rules win.

Nimble Pedestrian

Pedestrians take turns crossing the intersection. Going over means throwing the ball into the green eye of the traffic light while moving. If you hit a red light, the pedestrian has no right to cross the street and is eliminated from the game. If he hits yellow, he gets the right to throw the ball again.

What should you not go into the forest with?

Goal: Clarification and consolidation of rules of behavior in the forest.

Rules of the game: The teacher places on the table objects or lustrations depicting a gun, an axe, a net, a tape recorder, matches, a bicycle... Children explain why these objects cannot be taken into the forest.

What do our kids do when we don't see them? We don't know. But we know that we can help them have an interesting time. Therefore, let’s talk about what games for children during recess at school will be relevant and interesting.

It is difficult for kids to sit still in class. And therefore, for the children who study in elementary school, you need to warm up during breaks. And this part will contain active activities.

  • Don't touch me!

There are skittles on the “path” of the kids (can be replaced with other obstacles). You need to walk in such a way as not to get hurt. With each circle there are more pins. Whoever hits is out.

  • Guess!

An object lies in front of the baby, whose eyes are closed. He needs to guess by touch what it is. Suitable for small companies.

  • "Rock, Paper, Scissors"

Classic! The fist is a stone. Palm is paper. 2 spread fingers - scissors.

Scissors are “stronger” than paper; they cut it easily. A stone is stronger than scissors (it can “break” or dull). Paper is “stronger” than stone. She just covers him.

All kids, both those in 1st grade and those in 10th grade, know this great fun.

  • Salki

One player must catch up with someone. And conveys the “right” to catch up with others.

  • Tangled "thread"

Except for one, all the guys, holding hands, “get entangled”, intertwining their legs and arms. The “free” player must untangle without breaking the “rope” (without releasing his hands).

  • The sea is agitated

The conditions are simple. While the presenter, turning away from everyone, says: “The sea worries once, the sea worries twice, the sea worries three. Any figure, freeze,” the guys come up with an image and freeze, without moving.

The presenter approaches everyone. Whoever he touched should “come to life” and make several movements by which you can guess what/who it is. And the presenter must guess.

  • Silent

Everyone must shut up. And only the presenter can speak, make people laugh, make faces. But don't touch the guys. The goal is to make you laugh!

  • Damaged phone

I also talked about this fun. But kids will also find it interesting to play it at school.

The first speaks a word into the second's ear. Second to third. And so on until the last. The last person to hear the word must repeat it out loud.

  • Sun/month

2 schoolchildren leave the group of children and agree which of them is the month and which is the sun.

They approach the others. They ask everyone in order: “Who will you go to, to the month? Towards the sun? Everyone says who. And they stand next to one of the guys.

At the end, when everyone has decided, the guys say which one is the sun and which one is the moon. Not all of the kids guessed right. Some said: "Towards the sun." And they chose the moon. Those who guessed correctly continue to play in the next round.

  • pebble

Now it’s time to put the guys in a row. The one who has the pebble must give it to one of the kids. But in order to do this unnoticed, he holds a pebble between his palms. And the palms of other toddlers are also joined (but not tightly). The owner of the stone approaches everyone. With his palms he spreads the palms of his comrade. He will quietly give a pebble to someone. The rest of us have to guess who has the pebble now.

What do they play in middle school?

I'll start with the board games I knew in high school.

  • Chess and checkers

You don't need much for this. Board and desire of the little ones.

  • Table tennis

A special table is not required. You can also use the regular one. And use books instead of a grid. But you can’t do without a racket and a ball.

  • Find your nose!

Touch your nose with your right hand. Left - ear.

Hands change. Now the left one is for the nose, the right one is for the ear.

Do everything faster and faster.

But you can make it even more complicated! Someone nearby commands: “clap your hands!”, “show your thumb!”.

Despite the fact that this coordination exercise seems simple, not everyone can do it flawlessly. Therefore, it is better if it is for older toddlers - grade 6 and above.

  • Matches/straws

Matches are piled on the table. Everyone must take a match so as not to move or move the others.

  • Theater

This is a pantomime. Everyone must silently follow the leader’s instructions: “Read the book!”, “Scratch the back of your head!”, “Lift the heavy bag!”, etc.

  • Don't repeat, but listen!

Each of the participants is sitting. One of the schoolchildren sits in front of everyone. It is he who tells everyone: “stand up!”, “sit down!” But he himself sits down when he says “stand up.”

Those who listen rather than repeat will benefit from those who are more attentive.

  • Guess by sound

Each object has its own sound. The wrapper rustles on the notebook. The pages of the book rustle when flipped. The button on the handle makes a sound. Every s eyes closed takes turns guessing what kind of object it is.

  • Who will be in the circle

A circle is drawn on the ground. The guys are around him. The goal of everyone is to pull and push their neighbor into the circle, but not to end up in the circle themselves.

  • Come up with it yourself

All the guys in turn must come up with and demonstrate an exercise: raise their arms, sit down, walk in place, etc. No one should repeat the exercise that his friend has already demonstrated.

  • Associations

The leader says a word to each fellow student. And he must quickly say an association word. For example, “school is a teacher”, “sea is a fish” or “ New Year- Father Frost".

You can print this page. Then your kids will be able to have fun and interesting time at school with friends.

Add your ideas. And you can repost the article on social networks so that your friends can get acquainted with the set of games. I'm waiting for your comments!