Movable game bumps achering nuts game Rules. Section: Light Athletics

Green, red, yellow

Children become a circle, a teacher with three circles - in the middle. The teacher gives the team: "Stopped! Prepared! Send!", - At the same time raising the corresponding circle. Students who are mistaken come out of the game

3. Changing numbers

Playing become a circle shoulder to shoulder and calculated in order of numbers. The center is leading. He loudly calls any numbers. The numbered numbers must quickly change in places, and the leading tries to take one of the free places. The remaining without a place becomes leading.

Russian folk game

"Burners".

Playing get up in pairs with each other. Ahead at a distance of two steps worth

driving - burner. Playing Naraspov say words:

Gori, Gori clearly,

So as not to go out.

Pave

Look on the field

Drubacchi go there

Yes eating Kalachi.

Look at the sky:

Stakes are burning

Cranes shout:

GU, GU, UYLA. Times, two, not rave

And run like fire!

After the last words, children standing in the last pair run from two sides along

columns. The burner tries to stain one of them. If running players managed to take a friend

a friend's hands before the burner stains one of them, they get up ahead first

couples, and the burner burns again. The game is repeated. If the burner is able to stain one of

running in a pair, then he gets up with him ahead of the column, and the one who remained without a pair burns.

Rules of the game. The burner should not look around. He catch up with runaway players

immediately as soon as they run past him.

Russian folk game

"Cat and mouse".

Playing get up in two rows face to each other, take hands, forming a small

pass - Nora. In one row there are cats, in the other - mouse. The game starts the first couple: a cat

catch the mouse, and she runs around the players. At a dangerous moment, the mouse can hide in

the corridor formed by the arms of the players. As soon as the cat caught the mouse,

playing get up in a row. Starts the game second steam. The game continues while cats are not

purpay all mice.

Rules of the game. Cat can not be rumored in Noura. Cat and mice should not run away from

Russian folk game

"Zarnitsa."

Children get up in a circle, hands hold behind her back, and one of the players - dawn - walks behind with

ribbon and says:

Zarya-Zarnitsa,

Red maiden

On the field went,

Keys dropped,

Gold keys,

Blue ribbons,

Rings wounded

Washed!

With the last words, drive carefully put the tape on the shoulder one of

playing, who, noticing this, quickly takes the ribbon, and they both run in different directions by

circle. The one who will stay without a place becomes glow. The game is repeated.

Rules of the game. Runners should not cross the circle. Playing do not turn

while the leading chooses who put on the shoulder tape

GOLDEN GATE

Game description

"Boots" pronounce:

Golden Gate
DO NOT ALWAYS!
For the first time says
Second is prohibited
And for the third time
Do not miss you!

After these words, the "grotchi" sharply lowered hands, and those children who were caught, also become "prorts". Gradually, the number of "gates" increases, and the chain decreases. The game ends when all children become a "gate."

Rules of the game

  1. Two players get a friend with a friend and holding hands, raise hands up. Get "Boots".
  2. The rest of the children get up with each other and put their hands on the shoulders going ahead either simply take hands. The chain must go under the goal.
  3. the serpent, which turned out to be caught, also become "prorts". Gradually, the number of "gates" increases, and the chain decreases.
  4. The game ends when all children become "goal"

Bumps, acorns, nuts

Game description
Children get up top three and, holding hands, form a circle. Each of the troika is called: "bumps", "acorns", "nuts". The presenter is outside the circle. The master pronounces the word "nuts" (or "bumps", "acorning"), and all the players who have this name are changed by places, and the lead is trying to take someone's place. If it succeeds, he becomes a nut ("zastrem", "shishkoy"), and the one who remained without a place becomes the place of the lead.

Rules of the game

  1. Children get up top three and, holding hands, form a circle. Each of the troika is called: "bumps", "acorns", "nuts". The presenter is outside the circle.
  2. The master pronounces the word "nuts" (or "bumps", "acorning"), and all the players who have this name are changed by places, and the lead is trying to take someone's place. If it succeeds, he becomes a nut ("zastrem", "shishkoy"), and the one who remained without a place becomes the place of the lead.

Cotton

Cotton is a cheerful game of attention and reaction for a large group of children. This children's game is well suited for reasons at school in junior classes.

Game description



Two last remaining players win.

Rules of the game

  1. Players get up in a circle.
  2. Each player is assigned a sequence number.
  3. All together begin to rhythmically clap: twice in your hands, two - on the knees.
  4. Clapping in your hands, the player calls his number, and, clapping on his knees - the number of any other participant standing in the circle.
  5. I have not managed to call your number or called the number of the already retired member, it comes out of the circle and stops the game.
  6. Two last remaining players win

Three, thirteen, thirty

Three, thirteen, thirty - a game that develops attention well and a quick response of children. It can be used at school on the physcut minutes of pupils of junior classes.

Game description



Players must quickly perform the corresponding movements.

Rules of the game

  1. Participants agree in advance - which of the numbers - what action does
  2. Players are built in the ranks at the distance of the arms elongated
  3. Driving calls a certain number - participants must quickly perform the appropriate action.
  4. Driving can call numbers in any order
  5. A player who made a mistake moves one step back and continues the game
  6. Wins the one who will remain at the end of the game on the source position

Download:


Preview:

Green, red, yellow

Children become a circle, a teacher with three circles - in the middle. The teacher gives the team: "Stopped! Prepared! Send!", - At the same time raising the corresponding circle. Students who are mistaken come out of the game

3. Changing numbers

Playing become a circle shoulder to shoulder and calculated in order of numbers. The center is leading. He loudly calls any numbers. The numbered numbers must quickly change in places, and the leading tries to take one of the free places. The remaining without a place becomes leading.

Russian folk game

"Burners".

Playing get up in pairs with each other. Ahead at a distance of two steps worth

driving - burner. Playing Naraspov say words:

Gori, Gori clearly,

So as not to go out.

Pave

Look on the field

Drubacchi go there

Yes eating Kalachi.

Look at the sky:

Stakes are burning

Cranes shout:

GU, GU, UYLA. Times, two, not rave

And run like fire!

After the last words, children standing in the last pair run from two sides along

columns. The burner tries to stain one of them. If running players managed to take a friend

a friend's hands before the burner stains one of them, they get up ahead first

couples, and the burner burns again. The game is repeated. If the burner is able to stain one of

running in a pair, then he gets up with him ahead of the column, and the one who remained without a pair burns.

Rules of the game. The burner should not look around. He catch up with runaway players

immediately as soon as they run past him.

Russian folk game

"Cat and mouse".

Playing get up in two rows face to each other, take hands, forming a small

pass - Nora. In one row there are cats, in the other - mouse. The game starts the first couple: a cat

catch the mouse, and she runs around the players. At a dangerous moment, the mouse can hide in

the corridor formed by the arms of the players. As soon as the cat caught the mouse,

playing get up in a row. Starts the game second steam. The game continues while cats are not

purpay all mice.

Rules of the game. Cat can not be rumored in Noura. Cat and mice should not run away from

holes.

Russian folk game

"Zarnitsa."

Children get up in a circle, hands hold behind her back, and one of the players - dawn - walks behind with

ribbon and says:

Zarya-Zarnitsa,

Red maiden

On the field went,

Keys dropped,

Gold keys,

Blue ribbons,

Rings wounded

Washed!

With the last words, drive carefully put the tape on the shoulder one of

playing, who, noticing this, quickly takes the ribbon, and they both run in different directions by

circle. The one who will stay without a place becomes glow. The game is repeated.

Rules of the game. Runners should not cross the circle. Playing do not turn

while the leading chooses who put on the shoulder tape

GOLDEN GATE

Game description
In the game "Golden Gate" two players get a friend with a friend and holding hands, raise hands up. Get "Boots". The rest of the children get up with each other and put their hands on the shoulders going ahead either simply take hands. The chain must go under the goal.
"Boots" pronounce:

Golden Gate
DO NOT ALWAYS!
For the first time says
Second is prohibited
And for the third time
Do not miss you!

After these words, the "grotchi" sharply lowered hands, and those children who were caught, also become "prorts". Gradually, the number of "gates" increases, and the chain decreases. The game ends when all children become a "gate."

Rules of the game

  1. Two players get a friend with a friend and holding hands, raise hands up. Get "Boots".
  2. The rest of the children get up with each other and put their hands on the shoulders going ahead either simply take hands. The chain must go under the goal.
  3. the serpent, which turned out to be caught, also become "prorts". Gradually, the number of "gates" increases, and the chain decreases.
  4. The game ends when all children become "goal"

Bumps, acorns, nuts

Game description
Children get up top three and, holding hands, form a circle. Each of the troika is called: "bumps", "acorns", "nuts". The presenter is outside the circle. The master pronounces the word "nuts" (or "bumps", "acorning"), and all the players who have this name are changed by places, and the lead is trying to take someone's place. If it succeeds, he becomes a nut ("zastrem", "shishkoy"), and the one who remained without a place becomes the place of the lead.

Rules of the game

  1. Children get up top three and, holding hands, form a circle. Each of the troika is called: "bumps", "acorns", "nuts". The presenter is outside the circle.
  2. The master pronounces the word "nuts" (or "bumps", "acorning"), and all the players who have this name are changed by places, and the lead is trying to take someone's place. If it succeeds, he becomes a nut ("zastrem", "shishkoy"), and the one who remained without a place becomes the place of the lead.

Cotton

Cotton is a cheerful game of attention and reaction for a large group of children. This children's game is well suited for reasons at school in junior classes.

Game description
Players get up in a circle. Each player receives a sequence number.
All players together begin to rhythmically clap: twice in your hands, twice the knees. At the same time, one of the players for cotton in his hands says its number, for example - "five to five", and on the knees on the knees - the number of any other player.
The player who did not have time to name his number or the number of the already dropped participant comes out of the game.
Two last remaining players win.

Rules of the game

  1. Players get up in a circle.
  2. Each player is assigned a sequence number.
  3. All together begin to rhythmically clap: twice in your hands, two - on the knees.
  4. Clapping in your hands, the player calls his number, and, clapping on his knees - the number of any other participant standing in the circle.
  5. I have not managed to call your number or called the number of the already retired member, it comes out of the circle and stops the game.
  6. Two last remaining players win

Three, thirteen, thirty

Three, thirteen, thirty - a game that develops attention well and a quick response of children. It can be used at school on the physcut minutes of pupils of junior classes.

Game description
The participants of the game are negotiated in advance: which of the numbers is what action is indicates.
Players are built in a car at a distance of arms elongated.
If the leading (teacher) says "three" - all players must raise the hands up, with the word "thirteen" - hands on the belt, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements)
Players must quickly perform the corresponding movements.

Rules of the game

  1. Participants agree in advance - which of the numbers - what action does
  2. Players are built in the ranks at the distance of the arms elongated
  3. Driving calls a certain number - participants must quickly perform the appropriate action.
  4. Driving can call numbers in any order
  5. A player who made a mistake moves one step back and continues the game
  6. Wins the one who will remain at the end of the game on the source position

"Corses, acorns, nuts"

Training.Players form a circle, in the middle of which the leading, and the rest, crashing along the top three, get up one after another person to the center (the first number is in three to four steps from the leading (see Fig.). The head gives all the names of the name: The first in the top three "bumps", the second "acorns", third "nuts".

Fig.
The content of the game.According to the signal, the leading loud pronounces, for example: "nuts". All playing, called "nuts", should be swapped in places, and the leading tends to become any vacant place. If he succeeds, the player who remains without a place becomes leading. If the driven will say "acorns", the places standing in the troops are changed, if the "bumps" are the first in the top three. When the game is mastered, watering can be called two or even three players in the top three, for example: "bumps, nuts". Conducted should also be swapped.

Players win, who have never been waters.

^ Game rules:1. It is prohibited to remain in place. 2. Players cannot run into any other triple (in a pro-ignition, the player becomes leading).
"Hunters and Ducks"

Training.The players are divided into two teams, one of which is "hunters" - becomes in a circle (before the line), the second - "ducks" - enters the middle of the circle (see Fig.). "Hunters" will have a sick ball.

^ WITH
wrong games.
At the "Hunters" signal begin to knock out "ducks" from the circle. Each player can throw the ball itself or pass the ball to throw a teammate. "Ducks", running inside the circle, they are saved from the ball, sneaking and bouncing. The duck "duck" leaves the circle. The game ends when not a single "duck" remains in the circle, after which the players change roles.



Playing - "Ducks"
Playing - "Hunters"



Fig.
The team defeats, who managed to shoot "Ducks" in less time. The head can set the game time for throwing the ball to the "ducks". Then the result is supplied by the number of "ducks", knocking out during this time.

Rules of the game:1. During the ball throw, it is forbidden to intercede. 2. In the circle, they do not have the right to catch the ball with hand. 3. Players are not considered knocked out if the ball fell into them after the floor rebound.
"Whose rank will win?"

Training. Playing are divided into two equal teams. Two players, one of each team, become face to each other before the line drawn on Earth. Holding each other for the belt.

^ The content of the game. At the signal, playing try to drag the enemy to themselves. The loser goes to the winning team.

Rules of the game. 1. Start the game follows from a certain place. 2. The one who pulled the opponent to his side is defeated.

○ ○ ○ ○ ○ ○

□ □ □ □ □ □

"Day and night"

Training. At some distance from each other two lines are held. The same line builds boys, in another - girls. Leading between them.

^ Game content. The team of boys - "Night", and the team of girls is "day".

On the team "Night!" Boys catch girls, on the team "Day!" Girls catch boys. Wins the team who caught a greater number of opponents.

Rules of the game. 1. Running starts at the leader's signal. 2. Available to go to the opponent's team.


Boys - "Night"

 Master

 □ Girls - "Day"
□ □ □ □ □ □

Only in the spring priesn to the sun, your little fidgets are no longer kept in four walls. To protect children from unpleasant surprises, waiting outside the house, of course, you can not leave them unattended. But just to watch is often not enough - you need to take the children an interesting game.

Having a large country house for a family, you can spend a weekend or vacation there, inviting friends to visit. At the spacious, the child can run freely, go with his parents on fishing, to the forest. Psychologists believe that the nature of nature contributes to the removal of stress, helps to overcome emotional tension. And the child can experience such a state, even if you do not hear complaints from him.

Children, going together, will be glad if adults join them to play together.
Very interesting, the mobile game "Squirrels, acorns, nuts".
It is similar to the "third extra", but requires greater care, speed and reaction.
It is advisable for not less than 16 participants. In any case, their number must be multiple 3, plus another one.

In the center of the circle there is a forester - this is a presenter. Participants must form a "triple" circle. Initially, the first person to lead the "proteins", for them the second ("in the back of the" proteins ") in each rank -" Justice ". Third in the ranks are "nuts". Thus, from the leading in the center of the circle, players form like rauches-rank.

The presenter says: "Completely from the tree fell and ran in a circle ... Nuts!" At this moment, those who in the game are "nuts" must leave their place and take the first position in any of the ranks - in Troika, but not yours. "Order" is necessarily violated, and the presenter also strives to take the place of "walnut".

The one who knew is trying to put down, but being already fourth, is forced to become a forester. It happens that the forester is not fast enough, then he is superfluous and will continue to play the game.

When the presenter will cry the "proteins", the one who "Protein" must run to become the first in any stranger. When they call the "acorns", they rush to run to take a place in the central circle ... During the game "Circle" huses "Circle", each participant must remember who he is, and to be located where it is necessary - otherwise it will be superfluous.
The circle should be wide enough so that the players can move quickly and freely. The game is very fun. But if someone from the players is tired and does not want to continue, he needs to find a replacement, since the course of the game depends on the quantity.

Lesson number 28.13.

Summary of the lesson in physical culture on the topic: "Moving games"

Class: Grade 1

Location:gym.

Inventory:v / in balls, whistle.

Tasks:

I. Educational:

1. Come on the moving games "Hunters and ducks", "bumps, acorns, nuts";

2. Movable game "Shootout"

II. Sophistication:

1. Ride the dexterity, the speed of the reaction, attention.

III . Recipient:

1. Recompret the discipline, collectivism, respect for comrades.

Physical Culture Teacher: Voronina Ekaterina Anatolyevna

dosage load

organizational and methodical instructions

I. The introductory part.

1. Building.

2. Walking

    on socks;

    on the heels;

    on the outside of the foot

3. Run.

    snake;

    round

    walking

4. Complex bucket in motion

I.P. - Hands in the framework.

1-4 - Circular movements in the wilderness of the junction forward.

5-8, too back.

I.P. - Hands to shoulders.

1-4 - Circular movements in the shoulder joint forward.

5-8, too back.

I.P. Hands forward.

1-8- "scissors".

Complex of the engine in place for flexibility development:

I.P. - Hands on the belt, legs are slightly placed.

1- Tilt of the body to the right.

2- I.P.

3- Also left.

4-IP.

I. P. - Rack of the leg apart, tilt forward, hands to the sides.

1-8- "Mill".

I. P.- Rack leg apart, hands on a belt.

1- Tilt forward.

2- Back to progress.

1-4-plow right forward.

5-8 - also left.

I. P.-Rack legs together, hands on the belt.

1-deep cried, hands forward.

2- I.P.

II. Home.

    Game "Hunters and Ducks"

Training. Playing are divided into two teams, one of which is "hunters" - becomes in a circle (before the line), the second - "ducks" - is part of the middle of the circle. "Hunters" volleyball ball.The content of the game. At the "Hunters" signal begin to knock out "ducks" from the circle. Each player can throw the ball himself or pass the ball to throw a teammate partner. "Ducks". Riding inside the circle, they are saved from the ball, wagging and bouncing. Duck "duck" leaves a circle. The game ends when not a single "duck" remains in the circle, after which the players change roles. The team defeats, who managed to shoot "ducks" for less. The head can set the game time for throwing the ball in the "ducks". Then the result is supplied by the number of "ducks", knocked out during this time.

    Game "Cones, Justice, Nuts"

Training. Players form a circle, in the middle of which it becomes leading, and the rest, crashing along the top three, stand up one after another person to the center (the first room is in three or four steps from leading). The head gives all the playing name: the first in the top three "bumps", the second "yellow", the third "nuts". The content of the game. By the signal, drives loudly pronounces, for example: "nuts". All playing, called "nuts", should be swapped in places, and the leading tends to become any vacant place. If he succeeds, the player remaining without a place becomes leading. If the driving will say "yellow", the places standing in the troops are changed, if the "bumps" - standing in the top three. When the game is mastered, you can call two or even three players in the troops, for example: "cones, nuts". Conducted should also be swapped.

Players win, who have never been waters.

    "Shooting" game

III . Final part.

Game "Sovice"

Summarizing.

Homework: For the development of dexterity, repeat the exercises with the ball.

10 min

1 min

1 min

2 minutes

6 min.

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-80

35 min

5 minutes

Greeting, message tasks.

Hands up, behind the head, on the belt; Hold your back straight, straight shoulders.

The pace is slow, uniform.

Perform a bill with the amplitude.

Hands straight. Follow the bill.

Feet not bend, touch socks. Perform with MAX amplitude.

Perform with MAX amplitude.

Head straight.

Follow the bill. The back straight, the chin is raised, the heels from the floor do not tear off.

Back straight, hands on the belt.

Legs straight

back straight.

Rules of the game: 1. During the ball throw, it is forbidden to intercelace the line. 2. The in the circle do not have the right to catch the ball with their hands. 3. Players are not considered knocked out if the ball got into them after the rebound from the floor

Rules of the game: 1. It is prohibited to remain in place. 3. Players cannot run into any other triple (otherwise the player becomes leading).

Remind rules of the game and safety regulations.

Ask about what you like? What did not happen?


Goal: Development of attention, speed of reaction, accuracy of movements.

The number of players is more than six.

Instruction.The players get up three, one by one, face to the center, where it is worthwhile. The first in the top three - "bumps", the second - "Justice", the third - "nuts". At the signal, the driving gives any of the three names, such as "nuts." All playing "nuts" must

swap places. The leading tends to stand on any vacant place. If he succeeds, the player who remains without a place becomes leading.

You can shout two names and even three. One who has never been leading.

Methodical instructions.At the request of children, the game can be spent several times.

Game: "Fish, birds, beasts"

Goal:the development of the speed of the reaction, attention, enrichment of the vocabulary stock.

Inventory:volleyball or tennis ball.

Instruction.All players become a semicircle at a distance of 4-5 meters from a leading, which holds a volleyball or tennis ball in the hands. Driving, throwing some of the playing ball, says one of three words: "Fish", "Birds", "Beasts". If you are named, for example, the word "fish", playing must catch the ball, take a step forward and immediately return it to a watering, quickly calling any fish, for example, to say: "Pike", one who does not have time to give the right answer or repeats it, drops out of the game. Wins the one who did not make a single mistake. The winner becomes leading.

Methodical instructions. The game is repeated 2-3 times.

Game: "Volleyball in a circle"

Goal:mastering the elementary skills of the ball transfer, the development of the accuracy of movements.

The number of players can be any.

Inventory:volleyball.

Instruction.Playing becomes in a circle, and begin to transfer the ball to each other in any way as in volleyball. He who could not accept or pass the ball gets a penalty point. Wins the one who received fewer penalty glasses.

Methodical instructions.At the request of the participants, the game can be repeated 2-3 times.

Conclusion

ATthe methodological manual presents mobile games for children -inalides with violations, hearing, intelligence, mental retardation and weakened health, which are classified in terms of functional impact (large, medium, low mobility).

Each mobile game defines the purpose, rules, descriptions, methodical descriptions for the organization and management of the implementation. It is known that children with various disabilities in a state of health (with pathology of view, hearing, mental retardation, intellect, etc.) have different physical capabilities, and this feature must be considered when conducting moving games. A mobile game activates all organism systems: blood circulation, breathing, eyesight, hearing, it brings positive emotions to the child.

All this together and allows us to speak about the wellness effect of moving games.

Bibliography

1 . Include techniques of adaptive physical culture: a tutorial. Under Ed.L.V. Shapkovo.- M.- Soviet Sport. - 2003.- 464 p.

2 . Bibison, R.Besiele games / D.Tymer (per. From English) .- M.: 1994.

3. Karabanova O.A. Game and correction of the psychic development of the child. -

4. Mallaev D.M. Educator as an organizer of the game activity of blind and visually impaired children. Makhachkala. 1992.

5. Correctional moving games for children with developmental disorders.

/ Ed. L.V. Shapkina, - M.: Soviet Sport, -2002.- 212 p. 6. Novichikhina E.V. Hoad ld "Features of the methodology of training for moving games of non-hearing children of younger school age" / Adaptive physical culture. - №3.-2006.-9-1 I p.

7. Vanyushkin V.A. Correction of the coordination abilities of students with the lack of intellectual development. Aftraev dis ... Cand. "Nauk.-Ekaterburg, 1999.

8. Education and training of children in auxiliary school: manual for teachers / ed. V.V. Voronkova, -M.Skola-Press, 1994,

9. Dmitriev A.A. Organization of motor activity of mentally retarded children // allowance. M - .. owlsport, 1991.

10. Evseev S.P. Adaptive physical culture, its philosophy, content and objectives // Adaptive physical culture and functions. State of disabled, -SPB, 1996.

11 Knowledge V.V. Correctional games in auxiliary school // Defectology, 1991,

12. Doerin O.A. Raevivia coordination abilities in the lessons of physical culture at school: Tutorial // SPBGAFK named after P.F.Lesgavta, 2000.

13. Velitchenko V.K. Physical culture for weakened children: methodical manual. - Mr. Terra-Sport, 2000

14. Elkonin D.B. Psychology of the game. 1978.

15. Sukharev A.G. Health and physical education of children and adolescents. - M.: Medicine, 1991, -227 p., Il.

Preface .................................................................. ... 3

1. Preparation, organization and management of the game ..................... ..4

2. Movable games for blind and visually impaired children ..................... 8

2.1 General requirements for the game ................................. 8

2.2 games ............................................................... ..1.1.1.1

3. Moving games for deaf and hearing impaired children ................ 24

3.1 games .................. "............................. .................................................. 25.

4. Movable games for children with problems of intelligence ................ 31

4.1 games ................................................ ................................................. 32

5. Moving games for mentally retarded children of senior

classes ............................................................. .................................................. .... 38.

5.1 games ................................................ ................................................. 38.

6. Fishing games for children with weakened health and

violation in development ............................................... ........................... 43.

6.1 games ................................................ ................................................. 4.

Conclusion ............................................................... .............................................. 53.

Bibliographic sources .................................... 54