Games to develop dexterity in children. Games for developing endurance

"Crucian carp and pike"

The playing area is divided by two lines at a distance of 10-15 m from one another. From among the players, the driver is chosen - “pike”, and the rest of the participants in the game - “crucian carp”. The “pike” driver stands in the center, and the “crucian carp” are located on one side of the platform behind the line.

At a signal or command from the teacher, the “crucian carp” run to the opposite side, trying to hide behind the line, and the “pike” catches them by touching them with their hand.

When 3-4 “crucian carp” are caught, they form a net, holding hands. Now, running from line to line, the playing “crucian carp” must run through the net (under their hands).

When 8-10 people are caught by pike, they form a circle-basket, and the rest of the crucian carp must run through it (pass under their arms twice).

When 14-16 people are caught, they form two ranks, holding hands, between which the rest of the crucian carp must pass, but a pike stands at the exit and catches them.

The winner is the last crucian carp caught.

"Lace"

Of the children playing, two are chosen: one is the “shuttle”, the other is the “weaver”. The rest of the children stand in pairs, facing each other, forming a semicircle. The distance between pairs is 1-1.5 m. Each pair takes hands and raises them up, forming a “gate”.

Before the start of the game, the “weaver” stands with the first pair, and the “shuttle” with the second, etc. At the teacher’s signal (clap, whistle) or at his command, the “shuttle” begins to run like a “snake”, without missing a single gate , and the “weaver”, following his path, tries to catch up with him.

If the shuttle manages to reach last pair semicircle and is not caught, then he and the “weaver” become the last pair, and the first pair begins the game, distributing the roles of the “shuttle” and “weaver”.

If the “weaver” catches up with the “shuttle” and manages to “spot” it before it reaches the last pair, then he himself becomes a “shuttle”, and the player who was the “shuttle” goes to the first pair and chooses a pair for himself from the two. He forms a pair with this player at the end of the semicircle, and the one left without a pair becomes the “weaver”.

Rules of the game: the game ends when all the pairs have run.

"Cosmonauts"

On site in different parts draw the contours of the rocket. There should be several fewer of them playing. All children join hands. They walk in a circle with the words: “They are waiting for us fast rockets for walking around the planets. Whichever one we want, we’ll fly on that one! But there is one secret in the game: there is no place for latecomers!” As soon as the last word is said, the children run away, trying to take an empty seat in the “rocket”. Latecomers gather in the center of the circle. We celebrate those children who have never been late for the “rocket”

"Third wheel"

In terms of purpose and character, it is one of the varieties of the game “Tag”.

From total number Two players are chosen: one of them is the driver. The rest of the players stand in pairs, one after another, facing the formed circle (the circle can be drawn on the playing area with a diameter of 5-6 m).

The first player moves 3-4 steps away from the driver and begins to run away. The driver must catch up with him and “stain” him. In order not to be “stained”, the running player can stand in front of any pair and say: “Third is a wheel!” (“Three are too many, two are enough!”).

After these words, the last person in the pair begins to run away from the driver. If the driver manages to catch up and “harass” the fleeing player, then they change roles.

Rules of the game: you can only run in a circle, but you cannot run across it.

Develops: coordination of movements, agility, musculoskeletal system, running ability, sense of sports competition

"Crows and Sparrows"

On lines 3 - 5 m from each other, the teams are located in ranks with their backs to each other. One team is the Ravens, the other is the Sparrows. At the “crow’s” signal, the team of the same name runs away, and the other team tries to catch up and “harass” the runners to a certain point. The team that wins wins larger number players of the other team.

"Free place"

Purpose of the game: development of speed qualities, dexterity, attention.

The driver is selected from among the players. The rest of the children stand in a circle, also drawing a small circle (40 cm in diameter) around their feet. The driver runs up to one of those standing and touches him with his hand. After this, the driver runs in one direction, and the player runs in the other. Each of them strives to run around the circle faster and take the vacant seat. The one left without a seat becomes the driver, and the game continues.

Rules of the game: running through the circle is prohibited.

Develops: attention, agility, speed qualities.

Cones, acorns, nuts

An active game that children really like.

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.

Age: from six years

The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more

Place of play: street

Birds, fleas, spiders

The group is divided into two teams. Each team, secretly from the other, decides who they will be - “birds”, “spiders” or “fleas”. Two teams stand in lines in the center of the hall facing each other with a gesture indicating the selected animal.

Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not manage to reach the opposite wall moves to another team.

Age: from six years

Purpose of the game: relaxation, concentration

Number of players: 10 -- 30

Game location: spacious safe room

White bears

Polar bears - an active group game for younger children school age. Develops active creative motor actions motivated by the plot of the game.

At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - " polar bear" The remaining “cubs” will be randomly placed throughout the site.

The “bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another.

Two caught “bear cubs” join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”

The “bear” runs up, greases the caught one and takes him to the ice floe.

The next two caught also join hands and catch the rest of the “cubs”.

When all the cubs are caught, the game ends.

The last player caught wins and becomes the “polar bear”.

Note. A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” has insulted it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.

Age: from six years

The game develops: dexterity, reaction, imagination

Number of players: 7 or more

Card index of outdoor games for developing speed and dexterity

Game "Migration of Birds".

Goal: teach children to climb and quickly navigate in space. Develop speed and agility.

Game progress: Children stand scattered at one end of the area (room). They are birds. At the other end of the site there is a climbing tower or a gymnastic wall with several flights, a pyramid, or a double ladder.

At the teacher’s signal: “The birds are flying away!” - birds fly with their wings spread (children, raising their arms to the sides, run around the entire playground). On the signal: “Storm!” - birds fly to the tower - hide from the storm in the trees. When the teacher says: “The storm has stopped,” the birdsThey 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 devices.

Game "Bears and Bees".

Goal: teach children to run fast and climb a gymnastic wall. Develop speed and agility. Strengthen running and jumping.

Venue: the game was held in the gym, on the playground.

Progress of the game: The players are divided into two unequal groups. Some (about a third of the children) are bears, the rest are bees. At a distance of 3-5 m.a forest is outlined from the tower, and at a distance of 8-10 m on the opposite side there is a meadow. The bees are placed on a tower or on a gymnastic wall (hive). At the teacher’s signal, the bees fly to the meadow for honey and buzz. As soon as all the bees fly away, the bears climb onto the tower - into the hive and feast on honey. At the teacher’s signal: “Bears!” - bees fly and sting bears who did not have time to escape into the forest (touching them with their hands). The bees then return to the tower and the game resumes. A stung bear does not go out for honey once. After the game has been played 2-3 times, the children change roles.

The teacher must be at the tower (gymnastic wall) in order to provide assistance to the players if necessary.

Game "Mice in the Pantry".

Goal: teach children to run fast, crawl, and squat. Develop speed and agility.

Venue: the game was held in the gym, on the playground.

Progress of the game: Children-mouses sit in holes - on chairs or on benches laid along the walls of the room or along one side of the area. On the opposite side of the site there is a rope stretched at a height of 40-50 cm. This is a storage room. A cat sits to the side of the players, whose role is first played by the teacher, and then by the children.

The cat falls asleep and the mice run into the pantry. Penetrating into the pantry, they bend down so as not to touch the rope. There they sit down and seem to be gnawing on crackers or other foods. The cat suddenly wakes up, meows and runs after the mice. The mice run away into holes (the cat does not catch the mice, but only pretends that she wants to catch them). Returning to the place, the cat falls asleep and the game resumes.

In the second half of the year, when the children have learned the rules, a complication can be introduced: the caught mice skip one game (they remain sitting on the chairs in the cat’s house), and the next time they repeat, they play again.

Game "Mousetrap".

Goal: teach children to walk and run, walk in circles and squat. Develop dexterity, coordination of movements, orientation in space.

Venue: the game was held in the gym, on the playground.

Progress of the game: The players are divided into two unequal groups. The smaller one (about a third of the players) forms a circle - a mousetrap. The rest depict mice. They are outside the circle.

Children depicting a mousetrap hold hands and begin to walk in a circle, left and right, saying:

Oh, how tired the mice are,Beware, you rascals,

It was just passion that separated them. We'll get to you.

They gnawed everything, everything ate, here we'll set up mousetraps,

They are climbing everywhere - here is a misfortune.Let's catch everyone at once!

At the end of the poem, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. According to the teacher’s words “clap!” children standing in a circle lower their arms and squat - the mousetrap is considered slammed. Mice that did not have time to run out of the circle are considered caught. They also stand in a circle (the size of the mousetrap increases). When most of the mice are caught, the children change roles and the game resumes.

The teacher makes sure that children pronounce poetry expressively, quietly, making logical accents, without chanting every syllable.

At the end, we should note the most dexterous mice who never stayed in the mousetrap.

Game "Sly Fox".

Goal: to teach children to run in all directions without bumping into each other, quickly navigate according to the teacher’s signal, and dodge the catcher.

Venue: the game was held in the gym, on the playground.

Progress of the game: The players stand in a circle at a distance of one step from each other. The teacher asks everyone to close their eyes. Children close their eyes, and the teacher walks around the circle (behind the children’s backs) and touches one of the players, who becomes sly fox. Then the teacher invites the children to open their eyes and look carefully which of themsly Fox, - will she give herself away in some way?

The players ask in chorus three times (with short intervals) - first quietly, and then louder: “Sly fox, where are you?” At the same time, everyone looks at each other.

When all the players (including the sly fox) ask for the third time: “Sly fox, where are you?”, the sly fox quickly goes 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. Caught

that is, those that the fox touched with his hand move aside.

After the fox has caught two or three children, the teacher says: “In a circle.” The children form a circle again and the game repeats.

Game "Day and Night".

Goal: to teach children to run fast, dodge, and catch a friend. Develop speed, agility, attention.

Venue: the game was held in the gym, on the playground.

Progress of the game: The participants of the game are divided into two teams: “Day” and “Night”. Their houses are located on opposite sides of the site, beyond the line. Another line is drawn in the middle. At a distance of one step from it, on both sides, teams line up with their backs to each other.

The teacher says: “Get ready!” - and then gives a signal to the team that must 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 runaway house.

The number of those caught is counted, then everyone lines up again and waits for the next signal.

The game is repeated 4-6 times. The teacher can name the same team two times in a row, but each team needs to catch the same number of times in total. The team that catches the most children wins.

Game "We are funny guys."

Goal: teach children to run, teach them to catch a friend. Develop dexterity, educate careful attitude to each other.

Venue: the game was held in the gym, on the playground, on rough terrain.

Progress of the game: Children stand on one side of the playground or against the wall of the room. A line is drawn in front of them. A line is also drawn on the opposite side of the site. To the side of the children, approximately halfway between the two lines, there is a trap assigned by the teacher or chosen by the children.

The children recite the text in chorus:

We are funny guys

We love to run and play.

Well, try to catch up with us:

One, two, three - catch it!

After the word “catch,” the children run to the other side of the playground, and the catch catches up with them. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap.

After two or three runs, those caught are counted and a new trap is selected.If the trap doesn't catch anyone, a new one is chosen anyway.

The teacher makes sure that the children do not chant the text, but pronounce it expressively.

Game "Two Frosts".

Goal: teach children to catch and run. Cultivate feelings of polite attitude towards each other, develop speech.

Venue: the game was held in the gym, on the playground.

Progress of the game: On opposite sides of the site (or room), two houses are marked with lines. The distance between houses is 20-30 steps (12-15m). The players are located on one side of the court.Two drivers are selected and stand in the middle of the area between the houses, facing the children - these are Frost - Red Nose and Frost - Blue Nose.

At the teacher’s signal: “Begin!” - both Frosts say:

We are two young brothers,

Two Daring Frosts:

I Frost - Red Nose,

I am Frost - Blue Nose.

Come on, which one of you will decide?

On the way go?

All players answer in unison to Frost:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, all the players run to the house on the opposite side of the site, and Frosts try to freeze them,

i.e. touch with your hand. The frozen ones stop where they were captured by Frost, and so stand until the end of the run of all the other players. The frozen ones are counted and then they join the rest of the players.

The dashes are repeated 3-4 times. After counting the total number of frozen ones, new Frosts are selected (using a counting card) and the game resumes.

At the end of the game, they summarize which pair of Morozs froze the largest number of players.

Game "Empty Space".

Goal: teach children to run at speed. Develop speed and agility.

Venue: the game was held in the gym, on the playground.

Progress of the game: The players stand in a circle with their belts on, creating windows. The driver is selected. He walks behind the circle and says:

I walk around the house

And I look out the windows,

I'll go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window opposite which he stopped, and says: “Knock-knock-knock.” The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” The driver answers: “Let’s run in a race,” and they run around those playing different sides. There is an empty space in the circle. The one who reaches him first remains in the circle; the latecomer becomes the driver, and the game continues.

Game "Tag".

Goal: teach children to run fast and dodge. Develop speed and agility.

Venue: the game was held on rough terrain, in a gym, on a playground.

Progress of the game: Children are located in different places of the playground (its boundaries are indicated by flags). The tag assigned by the teacher or chosen by the children, having received a colored bandage (ribbon), stands in the middle of the playground.

After the teacher’s signal: “Catch!” - all the children scatter around the playground, and the driver tries to catch up with one of the players and touch him with his hand. The one whom the driver touched with his hand moves aside. 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, the teacher must appoint another driver.


Games to develop dexterity, motor skills, attention and coordination

At the age of 2-3 years Special attention should be given to the development of the child’s musculoskeletal system.

All movements can be conditionally divided into three types: basic, objective and figurative. Basic movements include walking, crawling, running, jumping, and climbing. Object movements mean mastering actions with objects in the immediate environment, as well as toys, such as blocks, a ball, a spatula, etc. The child makes figurative movements when he imitates the movements of other objects: “flies” like a butterfly or a bird, runs like a dog, chews a carrot like a rabbit, as if washing a doll’s clothes, etc.

The development of each of the three types of movements listed above must be given daily attention.

Mirror

The game develops attention and coordination of movements.

◈ Very fun game. Its meaning is for the child to become a “mirror” and repeat everything that you do.

◈ Start with simple movements. For example, clap your hands, raise your left leg, smile, close your right eye.

◈ The difficulty of the game is to repeat the movements in a mirror manner.

◈ Your baby will be happy to change roles with you. You can play this game with fun music. By the way, “Mirror” is perfect for a friendly company.

Cheerful hare

The game promotes the development of attention, coordination of movements, and motor skills.

Necessary equipment: two soft toys.

◈ Give the child a soft toy, take another for yourself. Explain that your toy will show the movements, and your baby's toy should repeat them. Then switch roles.

Repeat after me

The game will teach the child to distinguish between the right and left sides; will help in remembering the names of body parts.

◈ The child’s task is to repeat your actions, based on verbal comments. For example: turn your head to the right, show me your left heel, touch your left ear with your right hand. When the child begins to navigate well, you can complicate the task by forcing him to perceive commands by ear.

◈ Be sure to switch roles.

◈ The game is quite suitable for a friendly company.

Be careful

The game develops attention, teaches you to quickly and accurately respond to sound signals.

◈ The game is more suitable for a group, but you can play together.

◈ First, a leader is chosen. Then the children stand in a circle and begin to move, performing various tasks in accordance with the commands of the leader:

♦ bunnies - jump

♦ frogs - squat and squat

♦ heron - stand on one leg, the other leg tucked in, like a heron

♦ crayfish - back away

♦ cows - moo

♦ birds - spread your arms to the sides and run

Fun exercise

The game develops motor coordination and strengthens muscles.

◈ Show how you can draw different lines and shapes in the air with your finger. Let your child draw with both hands.

◈ In the same way, you can and should draw not only with your fingers. It is very useful to do the same with your nose, eyes (this is also a good exercise for the eyes), and legs (lying on the floor, or with your toes while standing).

◈ Be sure to do this fun exercise with your child.

Carrier

Required equipment: various flat toys, small pillows.

◈ Invite your child to play as a carrier of valuable cargo. His task is to carry various objects on his head from one end of the room to the other without dropping them.

◈ You should choose items that can be easily held on your head.

Let's play ball

Necessary equipment b: ball.

◈ Start with the simplest thing - roll the ball to each other.

◈ After the baby learns to follow its movement and has time to react, show how to throw and catch the ball.

Ball jump, ball jump

The game promotes the development of coordination of movements, strengthens the muscles of the hands

Necessary equipment: ball.

◈ Take a ball and demonstrate how it bounces off the floor when hit. Then have your child try to repeat your actions.

Come on, catch up

Necessary equipment: ball.

◈ After rolling the ball to the opposite end of the room, ask the child to catch it and bring it to you. Repeat several times.

Who's accurate?

Necessary equipment: sheets of paper (any).

◈ Crumple the sheets of paper and wrap them with thread (you don’t need to wrap them). You will get small balls that can be thrown into a box or at a drawn target.

Ladoshi

The game promotes the development of motor coordination, sense of rhythm and auditory perception

◈ First teach your child to clap. Clap with him, sometimes quietly, sometimes loudly.

◈ At the next stage, teach your baby to clap, starting with a quiet sound and gradually increasing the volume. To do this, start tapping your palm with one finger, then two, three, etc.

◈ Repeat the same steps, changing your palm.

◈ After the child learns to clap, you can tap out a simple rhythm and ask him to repeat. For example, clap your hands twice in a row and be sure to say out loud: “One, two.”

Ladushki

The game develops coordination of movements, sense of rhythm, and speech skills.

◈ Sitting in front of the child and rhythmically clapping your hands, read Russian folk nursery rhyme:

- Okay, okay, where have you been?

- By Grandma.

- What did you eat?

- What did you drink?

- Brazhka.

The porridge is delicious,

Sweet mash,

We drank, ate,

Shoo, let's fly!

◈ When the child learns to keep up with your rhythm, you can complicate the task by making the first clap in front of you, the second above your head, and the third behind your back.

Walk

Required equipment: doll stroller or cart.

◈ Give your child a stroller or cart and send him on a “walk” around the apartment.

On a horse, on a cow

The game promotes the development of coordination of movement, vestibular apparatus, speech; allows you to build a trusting relationship with your baby

◈ When saying the rhyme, bounce the child on your lap:

Let's go and ride on a horse

Along the smooth, smooth path.

How does our horse scream? Yikes!

And on the horse-drawn trains deftly

We will ride on a cow.

How does our cow moo? My-oo-oo!

On a dog through the ravines - woof-woof-woof!

And on a cat on potholes - meow!

We galloped, we galloped,

And now we’re tired of jumping.

In the hole - bang!

◈ During this game, the child learns how animals “talk”.

We drove, we drove

The game helps to improve coordination of movements, vestibular apparatus, speech; allows you to build a trusting relationship with your baby.

◈ Bounce the child on your lap, saying verses and changing movements according to the text:

We drove, we drove,

To the forest for nuts

On a barrel, on a barrel

On a smooth path,

On a dark night

Over the bump, over the bump.

In the morning - along the ravines,

During the day - over potholes,

We went up the hill

And bang into the hole!

Right hand, left foot

The game promotes the development of sensory perception and attention; helps in distinguishing between the concepts of “right” and “left”.

Necessary equipment: one or two bells and ribbons.

◈ Invite your child to tie a bell to his right hand and do some fun exercises.

◈ If you say: “ Right hand", the child must lift it up and ring the bell. If you say: " Left hand", the baby should raise his other hand and wave it.

◈ To complicate the game, you can also tie a bell to your left leg. In this case, the phrases “Left foot”, “Right foot” are added to the number of commands.

◈ A cheerful mood is guaranteed for you and your baby!

Catch the ball

The game develops attention and dexterity

Necessary equipment: ball.

◈ According to the rules of this game, you need to take turns throwing the ball, naming animals, birds, plants. But you need to catch it only if the name of a bird is heard.

Laces

◈ Closer to three years, you can give your child so-called lacing games. They develop fine motor skills, eye, spatial orientation, and perseverance.

◈ There are different games with laces. The stores offer a fairly rich assortment.

◈ And if you have free time, you can make them yourself using thick cardboard, a hole punch and colored laces.

Got it!

The game promotes the development of the eye, coordination of movements, logical thinking; introduces the child to forward movement.

Required equipment: big ball, small ball.

◈ Sit on the floor. Place a large ball at a distance of 1-1.5 meters from you. Roll a small ball along the floor, trying to hit the big one. Comment on what is happening. Let the baby try to repeat your actions.

◈ Draw the child’s attention to the fact that the faster the small ball rolls, the harder it hits the big one and, therefore, the farther the last one rolls.

◈ Experiment, swap the balls. Don't forget to explain everything you do to your child.

Cargo carrier

Play promotes development fine motor skills, coordination of movements.

Necessary equipment: deep spoon, raisins.

◈ Invite your child to play with a little bear who loves raisins. Demonstrate how to scoop raisins into a spoon and slowly transfer them. When all the raisins have been moved, treat the baby.

◈ To complicate the task, ask the child to transfer the raisins with two spoons at the same time, and then one large and one small.

Ask who am I?

The game develops the skills of figurative movements, promotes the development of imagination and figurative memory.

◈ Ask your child to run like a horse or like a deer, raising his legs high with his knees bent. At the same time, the song “I love my horse, I’ll comb its fur smooth...” won’t hurt.

Dexterity is physical dexterity. Without dexterity, a person can be strong, but his movements will be clumsy, so speed and accuracy in performing actions is something that must definitely be developed in a child. There are a great many games aimed at developing dexterity. They help to increase the speed of reaction in children, making their movements refined and graceful. Many dexterity games also help improve the eye, that is, the ability to determine the distance to a target with the naked eye. In addition to these basic tasks, they develop and strengthen many skills: running, climbing, jumping, and so on, that is, everything that makes a child dexterous and fast. In addition, games of this type effectively train elements of the thinking process: eye, reaction speed, determination and resourcefulness, the ability to play in a team and compete. So, it would seem, by strengthening only the child’s body, we develop his mind and character.

In this material we offer only a few of these games, but you can come up with something of your own based on them or modify the game, adapting it to the age of your child or group of children whose upbringing and development you are involved in. Keep in mind that physical development children, even if they are the same age, can be different, if only because some are more active by nature, and some less. In such cases, try to either choose a game that is accessible to everyone, or adapt it so that all children can participate in it: it is important that the child learns dexterity and does not worry about the fact that he is not yet successful in everything in the game.

Rain

Age: 5 - 7 years.

Purpose of the game: develop dexterity and speed of reaction in children.

Progress of the game(an almost unlimited number of children can take part in the game). A driver is selected (he will be the “rain”). The rest of the game participants stand in a circle. “Rain” becomes the center of the circle. Players join hands and walk in a circle, reciting a poem about rain in chorus.

“Rain” at this time runs inside the circle in the direction opposite to the movement of the other players. With the last words of the poem, the guys stop and stand facing the middle of the circle. The player who happens to be opposite the “rain” says: “Hello, rain, why did you come?” “Rain” in response suggests: “Shall we run a race?”, after which he and the player he has chosen go outside the circle near the “house,” that is, an empty space in the circle, and stand with their backs to each other. The remaining participants in the game count to three, after which the “rain” and the player he has chosen run along the outside of the circle. The winner is the one who, after running the entire circle, manages to be the first to occupy the “house”. If the “rain” wins, then the remaining player takes his place and becomes the driver (“rain”). If the “rain” loses, that is, does not have time to reach the “house” first, then he has to drive again.

Note. Many 5-year-old children's running skills are not yet fully developed, and they get tired quickly. That’s why it’s best for adults organizing the game (parents, teachers) to choose a new “rain” themselves after each round of the game: it’s good if all the children manage to run around a little and test their dexterity.

As preliminary work You can learn a poem about rain with your children.

Rain, rain, drop.

Water Saber,

I cut a puddle, I cut a puddle,

Cut, cut, didn't cut

And he stopped.

Irina Tokmakova

Swamp

Age: 5 - 7 years.

Purpose of the game: develop your child's jumping skills.

Necessary equipment: several (five, six or more) rubber mats measuring 50 x 50 cm.

Progress of the game. The teacher places the rugs on the floor in a line at such a distance from each other that one can only jump from one rug to another and not step over it. Rugs should be located along the entire length of the room. He goes on to explain that the floor is a swamp that must be crossed. The only way to do this is to jump from mat to mat. After this, the children take turns “crossing the swamp”, jumping from rug to rug. The one who was not very dexterous and stepped on the floor is eliminated from the game. The winner is the one who managed to cross the swamp the fastest without ever tripping or touching the floor with his foot.

Note. Based on this game, you can arrange a kind of competition for teams of players. For example, team captains can be given two mats and asked to “cross the swamp” at speed, that is, when stepping on one mat, quickly place another in front of them, and then, taking a place on the second mat, take the first one with them and place it again in front of you on the floor. You can also complicate the task: lay out the rugs not in a line, but in a circle or zigzag.

Telegraph

Age: 5 - 8 years.

Purpose of the game: to develop children's dexterity of movement and speed of reaction.

Progress of the game. The game involves two teams with an equal number of players. Both teams stand in a line facing each other, the players of each team hold hands. The two eldest (they will be the leaders) stand at the beginning and end of the resulting ranks. Each of the presenters takes the hands of the extreme players of both teams. As a result, the two teams are, as it were, connected to each other by two leaders. Since the game is called "Telegraph", the presenters will also get their names: one will be the "transmitter", and the second will play the role of the "receiver".

Playing “Telegraph” is very simple: the “transmitter” simultaneously shakes hands with the end players of both teams, and they, in turn, must “transmit a message by telegraph,” that is, quickly shake hands with the players standing next to them. In this way, the “message” sequentially reaches the “receiver”, which must evaluate which of the teams transmitted the message faster.

Note. We've talked about the simplest version of the game, but it can be complicated by transmitting, for example, a message in Morse code style (for example, “one short handshake + one long handshake” or “two short handshakes + one long handshake + another short”). In this case, it is important for players not only to quickly, but also to convey the message correctly, and the game in this case will develop not only dexterity, but also attention.

Shalashik

Age: 6 – 8 years.

Purpose of the game

Necessary equipment: several (5 - 6) identical smooth sticks 40-50 cm long, a rubber ball.

Progress of the game. The sticks are placed on the ground so that their upper ends come together. It turns out to be a kind of hut. You need to draw a circle around the hut, the line of which should extend from the hut to a distance of 3-4 steps.

One of the players takes on the role of a “guard”: he stands in a circle near the hut. The remaining players go beyond the circle line, one of the players takes the ball. The players throw the ball to each other, trying to knock down the hut. The goalkeeper's task is not to miss a goal and catch the ball, not to let the hut be broken. The ball can be thrown, but it cannot be rolled on the ground. In addition, players standing outside the circle line are prohibited from moving. Anyone who breaks this rule is eliminated from the game. After the hut does break down, the player who managed to do this becomes the watchman himself, and the former “watchman” joins the rest of the players. You can play until you get tired of it.

Zebra

Age: 6 - 8 years.

Purpose of the game: develop children's movement skills, coordination of movements, as well as finger tenacity and dexterity.

Necessary equipment: rubber ball.

Progress of the game. The essence of the Zebra game is to throw a ball at a wall and catch it (the wall, of course, must be empty and without windows). First of all, you need to draw a “zebra”: step back 1 step from the wall and draw a line on the floor. Taking a step back from the first line, draw a second, etc. The number of lines depends on the age of the children: what older child, the greater the distance between the wall and the line farthest from it can be.

The game begins. The first player stands on the line closest to the wall. The player throws the ball at the wall and catches it. If he succeeds, he takes a step back and stands on the second line. He throws the ball again at the wall, catches it and, if successful, takes another step back. The game continues until the participant completes all the lines in this way. If the child fails to catch the ball, he will have to give way to the next player.

The rules can be adjusted according to the age and capabilities of the participants in the game. You can, for example, allow a child, when catching a ball, to take a step (but no more) forward or to the side. You can also allow the child to throw the ball not directly at the wall, but against the floor: the ball will thus touch the wall after bouncing off the floor.

Note. The rules of the game can be complicated - the ball can be thrown not at the wall, but at some specific target, for example, into a waste paper basket.

Sorcerer

Age: 7 - 8 years old.

Purpose of the game: develop children's reaction speed and dexterity. In addition, the game fosters a sense of camaraderie.

Progress of the game. The game involves 8-10 players. Using a counting rhyme, the driver, who is also a “sorcerer,” is determined. The players scatter around the court. The sorcerer must catch up with the players. Having caught up with one of them, the sorcerer insults him. After this, the player must freeze in place, spreading his arms to the sides: this means that he has been “bewitched”. To “disenchant” a player, someone else playing must get close to him and, in turn, touch him with his hand. After this, the player is considered “disenchanted” and can again run away from the sorcerer along with the others. However, it is not so easy to “disenchant” a comrade. The sorcerer must keep a watchful eye on the players, and as soon as one of them tries to “break the spell,” he will again send them to the player by repeated greasing. If the “sorcerer” turns out to be dexterous enough, he can also try to “bewitch” the one who came running to the rescue of his comrade.

A player who is enchanted three times during a game becomes a “sorcerer.”

Digital

Age: 7 - 8 years old.

Purpose of the game: to develop dexterity and speed in children. The game promotes the development of auditory attention and quick reaction.

Necessary equipment: two sets of cards with numbers from 0 to 9, as well as 15-20 prize tokens.

Progress of the game. Two teams of 10 people play. First you need to mark the playing field: on one side draw 20 circles in one line, and on the opposite side - 4 more circles.

Both teams line up in one line (each player stands in his “own” circle). The presenter (adult) distributes cards with numbers to the players so that each team has a complete set of numbers. Then the presenter reads the text, which often contains double figures. When such a number appears in the text, the players run to the circles on the opposite side of the field, raising cards with numbers above their heads, and stand in circles, making up the named number (naturally, the presenter’s story is temporarily interrupted at this moment). For example, if the text read by the presenter contains the number “95,” then players with cards “9” and “5” run from each team. The pair of players who completes the number the fastest wins: the winning team is given a prize token. The team that, within a predetermined time frame, managed to score the most large quantity tokens is considered the winner.

Note. You can come up with a text with numbers on any topic. We offer the following.

“I was standing at the stop when bus number 45 drove up to it (players with numbers 4 and 5 on cards are running). There were twenty-seven passengers sitting on the bus (players with numbers 2 and 7 run out), and another thirty-four were standing (players with numbers 3 and 4 run out). At the next stop, eighteen people got off (players with numbers 1 and 8 run out), etc.”

Fishing

Age: 6 – 8 years.

Purpose of the game: develop dexterity in children and the ability to work in a team. The game helps develop coordination of movements.

Progress of the game. The best way to play is on the court. An arbitrary number of players take part in the game. Among those playing with the help of a counting rhyme, they choose a “fisherman”, the rest play the role of “fish”. The game begins. The "fisherman" runs after the "fish". Having caught up with one of them, the “fisherman” takes her by the hand, and they catch the next “fish” together, without releasing their hands. With each new “fish” caught, more and more players join the “fisherman”, forming a whole “ fishing net" The game ends when the last “fish” is caught in the “fisherman’s” net.

Note. Each time there are more and more assistants to the “fisherman”, but this does not simplify the task, as it might seem at first glance: it is much easier for one person to catch up than for a whole group of players, and even holding hands. That is why the players who make up the “chain” must coordinate their movements: only then do they have a chance to catch more “fish”.

If the "network" has already reached large sizes, then there is a chance that several “fish” will fall into it at once. In this case, they all begin to help the “fisherman”.

Wattle

Age: 5 - 6 years.

Purpose of the game: develop speed and agility in children. The game helps develop good coordination of movements.

Progress of the game. The game involves two teams of 6-10 people. On the playing field, you need to draw two lines at a distance of 4-5 steps from each other, teams line up on them, one opposite the other. The players of both teams do not line up as usual, but “braid the fence.” This is done simply: children stand in a line shoulder to shoulder. Each player extends his arms to the sides towards his “neighbors”, but not to the closest ones, but to those standing one after another. Neighboring players also extend their hands not to those standing next to them, but to those following them.

The game begins. The presenter (teacher, music director) plays cheerful music, to which both teams first take two steps towards each other, then two steps back, after which they unclasp their arms and begin to jump, run and dance to the music. Then the presenter suddenly stops the melody. At this signal, both teams must line up on “their” line, again “braiding the fence.” The team that does this faster is considered the winner. You can play several times.

Note. The game can be successfully used at children's parties, as it entertains children and allows them to move around to their heart's content.

Backwards

Age: 6 - 8 years.

Purpose of the game: develop dexterity and speed in children. The game helps strengthen coordination of movements and teaches you to work in pairs.

Progress of the game. This is a relay game played in pairs. First, draw a starting line. The players of each pair stand with their backs to each other, holding hands. At the command of the leader (selected among the players or an adult - educator or teacher), the players, without releasing their hands, run to the finish line, after which, without changing position, they return back. The special charm of the game is that each player of the pair runs forward, as usual, in one direction, perfectly seeing the finish line in front of them, and in the other direction, backwards, completely relying on their partner. Only the pair of players whose movements turned out to be faster and, more importantly, coordinated, can win this game.

Note. To avoid injury, this game is best played either indoors or on a previously leveled court.

Monkeys

Age: 7 - 8 years old.

Purpose of the game: develop children's dexterity, coordination of movements, and strengthen their climbing skills.

Necessary equipment: wall bars, ladder, “snail” or any other climbing device, scarf or mask made of thick fabric that covers the eyes.

Progress of the game(the game can take place in the gym or on the playground). With the help of a counting rhyme, a leader is selected among the children (6-10 people can play at the same time), who is blindfolded. The remaining participants in the game are considered “monkeys”: they have the right to move only along the ladder, and if they go down it, they should not move aside more than one step. The presenter’s task is to catch the “monkey” blindfolded and determine which player he is holding in his hands. The task of the “monkeys” is to prevent the leader from catching himself. The leader's task is not easy, so he has two saving phrases, although he can use each only once per game. The first phrase is “Stop, earth!” If the leader says it, then all the players who are on the ground (on the floor) at that moment freeze in place, and within 5 seconds the leader can catch one of them. The second phrase is “Stop, on the tree!” At this time, the players who are on the ladder freeze in place, and the leader can catch one of them. But both of these phrases are valid only for 5 seconds: if the leader does not catch anyone during this time, then he must continue making attempts without these phrases. If the leader catches and recognizes the player without removing the blindfold, then he also has the right to become a “monkey,” and the one caught becomes the leader. If the leader catches, but does not recognize the player, then the attempt is considered unsuccessful and the game starts over.

Came - didn't come

Age: 7 - 8 years old.

Purpose of the game: develop children's jumping skills and space perception. The game develops dexterity and coordination of movements, improves reaction.

Progress of the game. Participants (there can be an almost unlimited number of them) stand in a circle so that there is a distance of 1 - 1.5 steps between them. The first player is determined using a counting rhyme. He must jump to the side so as to step on the next player's foot (of course, you don't need to do this with all your strength). The second player at the same time must try to jump away from the first player so that he cannot reach him. At the same time, the first player shouts: “It came!”, and the second: “It didn’t come!” The one whose foot is stepped on is eliminated from the game, and the remaining player has the right to another jump. The game continues until two players remain. The winner will be the one who manages to jump successfully.

Mill

Age: 5 - 7 years.

Purpose of the game: develop precision and speed of movements in children.

Equipment needed: rubber ball.

Progress of the game. Participants in the game (it can be played by the whole group) stand in a circle facing the middle. At the teacher’s command, the players begin to pass the ball from hand to hand to each other, trying not to lose it. Gradually, the speed of passing the ball should increase. Each player tries not to drop the ball. If this does happen, the player is eliminated. The game continues until only one, the most dexterous one remains.

Ponytails

Age: 7 - 8 years old.

Purpose of the game: develop dexterity and evasiveness in children. In addition, this active game helps develop endurance in children.

Necessary equipment: short sticks of the same size, tied to threads (one stick is tied to each thread). The length of the thread should be approximately 120 cm: a stick (“tail”) tied to the thread, let it drag along the ground. Each player will need one such “tail”.

Progress of the game(10 people or more can participate in the game at the same time; the more participants, the more interesting game). All players are tied to the back of the belt along the “tail”. After this the game begins. The task of each player is to catch up with another participant in the game and, by stepping on a stick, break the thread. Having picked up the “tail”, the player begins to catch up with the other. It's not so simple: while he tries to take the "tail" from other players, they, in turn, try to do the same with his wand.

The player who loses the “tail” is eliminated from the game, the rest continue to play. The one who manages to break off wins greatest number threads from other players and collect more “tails”.

Catapult

Age: 7 - 8 years old.

Purpose of the game: develop children's dexterity of movement and speed of reaction.

Necessary equipment: rubber ball. In addition, the game will require a special device. A small hole is dug on the playground (its depth is slightly greater than the diameter of the ball). A stick is placed across the hole, on which a small board is installed with a strip nailed to it at one end. The board is placed across the stick (in the manner of a swing) so that the end with the bar ends up in the hole. The second end of the board extends beyond the hole. A ball is placed in a hole on the board.

Progress of the game(10-15 people can participate in it at the same time). Players stand in a circle, the center of which is the hole with the ball. The leader (he is determined by the counting table) approaches the hole and quickly and sharply steps on the top edge of the board with his foot. The board works like a catapult: the ball flies out of the hole. All players, except the leader, try to catch (not hit!) the ball. The one who succeeds takes the place of the leader: now it’s his turn to knock the ball out of the hole behind him. The leader goes to the other players. If none of the players managed to catch the ball, the presenter gets the right to knock it out of the hole again.

Note. Players are strictly prohibited from pushing each other while catching the ball.

Follow the loops

Age: 6 – 8 years.

Purpose of the game: the game helps children develop dexterity and clarity of movements, develop physical balance and flexibility.

Necessary equipment: long jump rope.

Progress of the game. An almost unlimited number of participants can play it in turn. One of the players takes the rope by both handles, holding it between them, and, crossing their arms, raising and lowering them, causes the rope to get tangled. The second player watches the manipulations of the first, preparing at any moment to shout: “Jump rope, stop!” At this moment, the first player must drop the rope and move away. Typically, in this case, the rope lies on the floor, forming several loops, some of which may be small. The second player's task is to walk along the rope, placing his foot inside each loop without touching the rope itself. If he succeeds, he becomes the leader and spins the rope for the next player he chooses from among those willing to play. If he fails to follow the loops, he is either eliminated from the game or given a second try.

Kick the ball

Age: 7 - 8 years.

Purpose of the game: develop clarity and correctness of movements in children. The game helps children develop and consolidate jumping and accurate ball throwing skills.

Necessary equipment: light (rubber or volleyball) ball.

Progress of the game. Among the players (a total of 8-10 people participate in the game), a driver is selected. The players stand in a circle (facing the center of the circle), the driver goes into the middle. In order not to interfere with each other, players must separate at arm's length. The players throw the ball to each other, trying to throw it higher, and the driver, standing in the center of the circle, tries to touch the ball. He has the right to touch the ball both when the ball is flying and when it is in the hands of one of the players. The driver can also “salt” the ball in cases where one of the players missed it and it (the ball) ended up on the ground.

If the driver managed to catch the ball, then he stands in a circle with the other players, and the new driver is the one who unsuccessfully threw or missed the ball.

Note. Older children can also take part in the game. In this case, the game can be complicated (for example, by setting the condition that the driver must not touch the ball, but catch it, and only when the ball is in flight). Or you can still allow the driver to only touch the ball, but, for example, prohibit this in cases where the ball is in the hands of one of the players.

O's

Age: 7 - 8 years old.

Purpose of the game: develop dexterity and speed of movement in children. The game helps develop a quick reaction.

Progress of the game(an almost unlimited number of participants can participate in it). A driver is selected from among the players. All other players stand in a circle (facing the middle of the circle) and quietly, so that the driver does not hear, settle in order. The driver stands outside the circle at some distance from the players. Thus, each player in the circle has his own serial number and the place it occupies. The driver does not have his own place, but has a serial number - zero. The game begins. The presenter randomly names two or four (depending on total number players) numbers. The named players leave the circle and stand next to the driver on the same line. The players in the circle shout in unison “One! Two! Three!" On the count of three, all players, including the driver, try to take empty seats in the circle. Since there is one more person willing to do this than free seats, one of the players will inevitably turn out to be redundant. If the driver manages to take one of the vacant seats, then he stands in a circle with the rest of the players and assigns himself the number of the player who stood here earlier, and the role of the driver (and the serial number “zero”) is taken by the “left without a house.”

Ball with a turn

Age: 6 - 8 years.

Purpose of the game: develop speed and dexterity of movements in children.

Necessary equipment: rubber ball.

Progress of the game(an arbitrary number of players can take part in it sequentially). Players stand one after another against a wall (without windows, of course) at a distance of 1 - 1.5 m. The first player holds the ball in his hands. The player's task is to throw the ball so that it bounces off the wall and catch it. Everything seems simple, but the difficulty is that while the ball is flying off the wall, the player must have time to turn around in place and clap his hands, and only then have time to catch the ball. If he succeeds, then he passes the ball to the player standing behind him, and he himself goes to the “tail” of the chain of players, but if not, then he is eliminated from the game. You can play until one of the most skillful players remains, or until you simply get bored with playing.

Note. The game's tasks can be varied. For example, you can not catch the ball, but jump over it at the moment when it flies off the wall. You can catch the ball, but at the same time do not turn around, but, for example, have time to jump three times on one leg, etc. In this case, the entire chain of players performs the same task, and then the task changes and is also performed sequentially by everyone .

One - clap, two - clap

Age: 7 - 8 years.

Purpose of the game: develop children's accuracy and speed of movements, strengthen their skills in playing with the ball.

Necessary equipment: light ball. It is better if it is a small rubber ball.

Progress of the game(there can be one or more players). The player throws the ball up and then catches it, having time to clap his hands before doing so. Then he throws the ball again and catches it, trying to clap his hands twice. So, with each toss of the ball, the number of claps gradually increases by one and reaches a total of ten.

The player who manages to throw the ball, clap his hands the appropriate number of times, and catch it is considered the winner. The one who fails to do this temporarily leaves the game and waits for the other players to try their hand. After this, he has the right to return to the game and start from the moment that ended in failure the last time.

Rolling a bun

Age: 4 – 6 years.

Purpose of the game: develop dexterity of movement and quick reaction in children. The game is great for training your hands.

Necessary equipment: big rubber ball.

Progress of the game(it can be played by the whole group). Players sit in a circle facing the center with their legs crossed in Turkish style. One of the players gets the ball. The essence of the game is that players must roll the ball to each other (you can roll the ball towards any player). Everyone to whom the ball is rolling must quickly roll it away from themselves with a quick movement of the hand, preventing it from getting closer to their feet. If the ball touches the feet of a player, he will have to either leave the game or pay a forfeit - sing, dance or read a poem.

Boys and girls

Age: 6 - 8 years.

Purpose of the game: develop in children skills related to speed and accuracy of movements. The game teaches children to work in a team and helps develop endurance.

Necessary equipment: large rubber ball.

Progress of the game. The game involves two teams with an equal number of participants. The first team consists only of girls, the second - only of boys. Teams are located on the court or in the gym. The leader (adult) stands in the center of the court, tosses the ball and quickly leaves with playing field. Players must react immediately to this throw. The players' task is to catch the ball and give it to their team. If luck “smiles” on the girls, they will certainly try to keep the ball for as long as possible. They will throw the ball to each other, and at this time the boys will try to “steal” it. If they succeed, the ball will go to their team, and then they will have to protect it from the girls. An indispensable condition of the game is that the ball cannot remain in the player’s hands for a long time: he must quickly either pass or throw the ball to another player on his team. At the same time, touching the hands of another player when passing the ball is prohibited. You can play until you get bored, or for a record: the team that manages to keep the ball for a longer time wins.

Shuttle

Age: 5 - 7 years.

Purpose of the game: develop precision of movements in children, strengthen the skills of playing with the ball.

Necessary equipment: light ball (rubber or medicine).

Progress of the game. The players (10-16 people in total) are divided into two equal teams. Both teams line up at a distance of 1.5-2 m from each other (the distance depends on the age, capabilities and abilities of the players: the older the children, the greater the distance between the two teams should be). Standing facing each other, the children begin the game. Its essence comes down to simply throwing the ball from team to team. This is done as follows. The first player on the team throws the ball to the player opposite (from the opposing team). He must catch the ball and throw it back, but not to the first player, but to the one standing next to him. He, in turn, again passes the ball to the team opposite - to the next player, etc. Thus, the ball is thrown from team to team, and those who throw it change sequentially. That’s why, in fact, the game got the name “Shuttle”: it’s a device on a loom that moves back and forth, helping to weave.

The ball is thrown from team to team until the end of the row, after which the throwing begins in the opposite direction according to the same principle.

If a player accidentally releases the ball from his hands or if he fails to catch the ball, he becomes a prisoner of the opposing team. The winner is the team that has the most players at the end of the game, that is, the team that made the fewest mistakes.

Target shooting

Age: 6 - 8 years.

Purpose of the game: develop dexterity, attention and accuracy of movements in children. Play makes children stronger.

Necessary equipment: volleyball, soft tennis balls, one for each player.

Progress of the game. A large ball is placed in the center of the court. A line is drawn 7-10 steps from it (the distance depends on the age and physical fitness of the players). Players take turns standing on a line and throwing a tennis ball, trying to hit the big ball. In this case, it is important not only whether the player hit or missed the ball, but also how far the big ball rolled: the further, the more successful the throw is considered.

Note. This game can be complicated, and then it is perfect not only for preschool age, but even for middle school. For example, the players stand in a circle, and the leader (one of the adults or one of the children - by prior agreement) throws the ball higher so that it falls into the middle of the circle. While the ball is flying, players try to knock it down with tennis balls. The one who succeeds wins. Naturally, “shooting at a moving target,” even such a “toy” one, is not an easy task, and it is best to start mastering the game from the first option, in which the “target” (a large ball) is stationary.

Palms

Age: 5 - 7 years.

Purpose of the game: develop dexterity and speed of movement in children. The game helps develop attention and quick reactions.

Progress of the game. This simple game can be played in pairs. One of the players presses his elbows to his sides, and opens the palms of his hands (hands are turned palms up). The other player, on the contrary, holds his hands palms down. In this case, the palms of the second player should be above the palms of the first at a short distance (approximately 10-15 cm). The game begins: the second player tries to slam his palms against the palms of the first player. The first player’s task is to pull his hands away in time, without allowing himself to be “grudged” in this way. If the first player was not dexterous enough and his palms were still slapped, the players change places.

Note. You can play with or without dogs. A “dog” in the game is a false movement of the palms of the second player, with which he only scares the first, forcing him to withdraw his hands, but without the intention of clapping his palms. Several “dogs” in a row can weaken the attention of the first player, and then he can suddenly be “stunned” by the second.

The option we have given here is a classic one. In fact, the game “Palms” has many options. Take this one, which you yourself were probably fond of as a child. The players stand in a circle, with each player's right hand, palm down, resting on the open palm of the next player's left hand. Players take turns clapping their right hand on their neighbor’s left hand to the beat of the rhymes familiar to you from childhood:

black arrow

Goes around the dial.

Fast as squirrels

The wheels are knocking.

In every minute

Sixty seconds each.

The minutes are running, running

And they sing songs.

On last word the player tries to slap the neighbor's hand, who pulls his hand away. If it was not possible to pull back the hand and the player found himself “greasy”, he leaves the circle, and the game continues without him, and its speed gradually increases.

Ball in a circle

Age: 6 - 7 years.

Purpose of the game: develop dexterity of movement and speed of reaction in children. The game strengthens ball handling skills and promotes the development of motor coordination.

Necessary equipment: volleyball.

Progress of the game. Players (10-15 people) stand in a circle facing the middle and put their hands on each other’s shoulders. The driver chosen in advance among the players stands in the middle of the circle, placing the ball at his feet. The game begins. The main task of the driver is to kick the ball out of the circle. The task of the other players is to prevent the ball from leaving the circle: they try to hit the ball back to the driver. Players do not have the right to unclasp their hands. If the driver manages to kick the ball outside the circle, then the player who missed the ball takes his place, and he himself takes a place in the circle.

Note. Only those shots taken by the driver are counted in which the ball flies or rolls past the players’ feet. In cases where the driver hits the ball too hard and the ball flies over the heads of the players, the hit is not counted, and the driver repeats the attempt until he can knock the ball out of the circle according to all the rules of the game.

The game teaches children to calculate free space and balance their strength. But adults must make sure that there are no breakable, fragile things (vases, cups, etc.) near the children playing, otherwise injuries cannot be avoided! Of course, safety rules should be followed during all outdoor games.

Snowballs

Age: 4-5 years.

Purpose of the game: to develop dexterity and speed of movements in children. The game develops attention and teaches competition.

Necessary equipment: 10-15 balls of yarn white, tennis balls or table tennis balls. You will also need several small children's buckets (one for each player).

Progress of the game. Despite the name, the game has nothing in common with the classic snowball fight. It must be played indoors. The leader (senior) scatters “snowballs” on the floor. He then calls four players and explains the rules of the game. They are simple: on the leader’s command, the children must collect as many “snowballs” as possible and put them in their bucket. The winner is the one who can collect the most snowballs in the bucket. After this, the “snowballs” can be re-laid out on the floor and the next participants can be invited to play.

Note. This game fits seamlessly into New Year's parties in kindergarten; After the children have sung New Year's songs and read poems, it will be useful for them to move. Of course, children who are not directly involved in the game should not just sit: their task is to actively “cheer” for the players.

Invisible

Age: 6 - 8 years.

Purpose of the game: develop dexterity and speed of reaction in children. The game strengthens ball handling skills and develops attention and intuition.

Necessary equipment: Several small rubber or tennis balls.

Progress of the game. Two teams of players (8-10 people each) take part in the game. Players of one team stand in a circle (holding hands is not necessary) facing the middle. The players of the second team remain outside the circle. The leader gives a ball to several members of the second team (three or four players). Before the start of the game, these players must discreetly tell the host their number so that the players standing in the circle do not know about it.

The game begins: the players of the first team walk in a circle clockwise, and the players of the second team walk in a clockwise direction. opposite direction. After some time, the presenter shouts out the number of one of the players with the ball. He must react immediately: throw the ball at one of the players in the circle, trying to “slap” him. If he succeeds, then the player from the first team leaves the game; if not, then he will have to leave the game himself, quietly passing the ball to another player of his team along with his number. They play until the “last player”, that is, until one player remains on one of the teams.

Excavator

Age: 4.5 - 6 years.

Purpose of the game: develop dexterity and speed of movement in children. The game instills accuracy and teaches independence.

Necessary equipment: four buckets, two of them filled with sand, and two scoops. You will also need two stools.

Progress of the game. Two children participate in this competition game at the same time. A stool with a bucket of sand is placed next to each player. At a distance of several steps from the first stool, a second one is placed, on which there is an empty bucket. Each player is given a scoop. The presenter invites the children to become excavator operators for a while and explains the rules of the game. They are simple: the player must scoop up sand from the first bucket with a scoop and, with an outstretched arm, holding the scoop by the handle, bring the sand to the empty bucket, where they pour it. Then he must return to the first bucket again, pick up sand again, etc. This must be repeated until the player selects all the sand from the first bucket. After this, the results are announced. Not only does the fastest one win, but also the neatest one: the bucket he fills should contain as much sand as possible.

Note. When carrying sand in a scoop, you cannot help yourself with your other hand by holding the scoop.

This game has many variations and is suitable for children different ages. For example, you can transfer water, an egg in a spoon, while holding the spoon in your hands or in your teeth, etc.

Goat

Age: 7 - 8 years.

Purpose of the game: develop dexterity of movement and good reaction in children. The game improves jumping and ball throwing skills.

Necessary equipment: medium sized rubber ball (you can also use a volleyball).

Progress of the game. Players (6-7 people in total) line up one after another opposite the wall, having previously drawn a starting line 5-6 steps from it. The first player takes the ball and throws it at the wall (you need to throw it higher). While the ball bounces off the wall and flies down, the player must have time to jump over it without hitting it. If he succeeds, he passes the ball to the next player and goes to the end of the line. So, one by one, the players jump over the ball. If one of the players fails, he leaves the game. The most dexterous player who has never made a mistake in the game wins.

Note. Additional conditions can be introduced into the game to make it somewhat simpler. For example, if a player did not have time to jump over the ball while it was flying down, bouncing off the wall, he can do this at the moment when the ball hits the ground and bounces off it.

It will be much more convenient to jump over the ball if you spread your legs as you jump, rather than keeping them together.

Quitting the game is always a shame, so a player who fails can simply skip his turn once and then return to the game again. In this case, you can play until you get tired of it.

Top

Age: 5 - 7 years.

Purpose of the game: develop dexterity and speed of movement in children.

Necessary equipment: two identical smoothly planed sticks approximately 50 cm high.

Progress of the game. Everyone can play “Volchok” in turn. The player takes a stick in each hand and stands, leaning lightly on them with both hands. While playing, he must let go of the sticks and at the same time turn around his axis so quickly that he has time to catch them before they fall to the ground. The essence of the game is clear and understandable, but playing it is not so easy: you need to be very dexterous and fast. Each player makes several attempts (their number is determined by prior agreement). The winner is the one who managed to catch the sticks more times before they fell.

Note. This game can be played both indoors and outdoors. In the latter case, it is recommended to play not on the ground or sand, but on asphalt.

Shoulder Throw

Age: 6 - 8 years.

Purpose of the game: develop children's dexterity and speed of movement, strengthen their ball throwing skills. The undoubted benefit of this game is that it trains both hands.

Necessary equipment: small rubber ball. The size of the ball should be such that it is comfortable to throw and catch with one hand.

Progress of the game. This is a kind of training game that you should play in turns. The player stands holding the ball in his right hand. With his right hand behind his back, the player must throw the ball forward through left shoulder and catch it with your left hand. If he succeeds, then he can continue the game and this time throw the ball with his left hand over his right shoulder and catch it with his right hand, but this does not happen immediately: as a rule, it is quite difficult to coordinate the movements of both hands in this game, and this happens not everyone. If a player's attempt is unsuccessful, he gives the ball to the next player.

My son Styopka is a smart kid, but he’s not very good at dexterity. Since it’s not very good, it needs to be developed. In addition, the skills of dexterity and coordination of movements are laid precisely at the age of 7-12 years. So my next selection of games for children is just about how to develop dexterity in children.


Hunters

This game is not only for children, but also for the whole family. This is one of our favorite family games. We love to play it when our friends come over. I play with equal pleasure for both adults and children.

So, before the game starts, you need to prepare cards with the names of the participants. The cards are placed in a pile, shuffled and dealt one to each player. Moreover, the cards must be distributed carefully; no one (except the player himself) should see what is written on the card.

Then we turn on funny music and dance-dance-dance... The player (hunter) watches the player (prey) whose name is written on the card. That is, in essence, everyone is both hunter and prey.

The music ends and at this very moment the hunters must quickly grab their prey. But each prey player, in turn, must capture another player for whom he is the hunter.

After this, the cards can be collected again, shuffled and the game can be started again.

Nimble foot

For this game you will need some equipment, namely 2 chairs, 4 saucers and 10 walnuts.

Two participants in the game take off their shoes and sit on chairs. The leader places a saucer in front of each person, and places 5 walnuts next to them. At his command, the players must move all the nuts from the floor onto the saucer with their right foot. And then use your left foot to transfer the nuts from the saucer to the floor.

Whoever does this first wins.

Obstacle course

One of the main signs of agility is the ability to quickly and correctly remember and repeat new combinations of movements.

This game can be played for a team or for two players. Two participants stand at the same line and, at the leader’s signal, begin to perform the exercise. The presenter tells the exercise in advance and does not prompt the players. The one who gets lost is eliminated.

You can come up with your own obstacle course exercise. For example, I will give mine:

Jump on your right foot to the chair
Crawl under a chair
Rotate around its axis
On your left foot, jump back to the limit line

If the game is played in a team, each subsequent participant can add one more task. For example, crouching before crossing a boundary line. But then the very last player gets the most difficult task.

Balls

This game is more convenient to play outdoors. You need to draw a circle on the asphalt (about 1 meter in diameter). A player with a ball in his hands stands in the center of the circle. 8 tennis balls are placed behind him. The player throws the ball that is in his hands and, while it flies, tries to pick up as many balls as possible that were lying behind him. The main thing is not to go beyond the circle.

The participant who manages to pick up as many balls as possible wins.

Third wheel

The game for children "The Third Wheel" is one of my favorite games. I remember that I really loved this game as a child. By the way, it perfectly develops reaction and dexterity.

All children are divided into pairs and walk in a circle. Outside the circle there are two leaders - one running away, the other catching up. The runner, escaping pursuit, takes the hand of one person from any pair. The one who is now left without a partner is the odd one out. Now he is running away from those who are catching up.

When the one catching up touches the one escaping, they change roles.

"Blind" road

It turns out that experts have their own criterion by which they evaluate dexterity - the ability to maintain balance.

So walking on a gymnastic beam or a simple bench can develop dexterity. But going back and forth is boring. You can come up with a relay race.

We don’t have long benches in our yard, but there are borders along the perimeter. Players take turns walking along the curb as quickly as possible, while tapping the ball with their hands. If the ball has traveled far and the player has to step off the curb to get the ball, the player is eliminated from the relay.

Jumping gallop

To play you will need a flat, free area. The leader stands on one side and pushes the ball away (it should roll in a straight line). The player's task, while the ball is rolling to the other end of the court, is to jump over the ball as many times as possible. That is, it turns out that the player jumps like a snake: from right to left, from left to right.

If it is easy for the guys to cope with this task, let them hop on one leg.

Forest Glade

All players are divided into three teams (it is advisable that each has at least 5 people) and line up in three ranks. One team is a path, the second is a hummock, the third is a mountain.

At the command of the leader, the “paths” squat down, the “bumps” sit in a circle and raise their arms up, and the “mountains” stand on right leg and put their hands on their belts. In this game for children, the team that gets into the right position the fastest wins.

Salka, give me your hand!

Oddly enough, but regular tag is another way to develop dexterity in a child. But for a better effect, you can complicate the game a little.

So, the person running away, escaping from the tag, calls other players for help and shouts: “Give me your hand!” If someone takes his hand, then the driver can no longer insult them and he has to look for another “victim”. As soon as the one catching up with the runner, they change places and the game continues.