Correct Asko Nut to continue a row that next. Small mobility games on grades in elementary school

"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"
□ □ □ □ □ □

Training : Players form a circle in the middle of which it becomes driving, and the rest, crashing along the top three, one after another face to the center (the first room is three to four steps from the leading. The manager gives everyone to the names: the first in the top three "bumps", the second "Justice", third "nuts".

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

Rules of the game:

2. Players can not run into any other

troika (otherwise the player becomes leading).

Training:The guys become in a circle, in his middle there is a leading eye to whom the eyes tie.

We play a little,

And now in the circle we got up.

You guess the riddle, who called you - find out!

The head silently points to one of the players who exclaims: "Find out who I am!" The leading should call his name. If he guess, recognized becomes leading, if I was wrong, the game is repeated.

One who has never been leading.

Rules of the game:.

1. The words give only one to whom the leader will indicate.

Do not mistake

Training:On the sheets of cardboard, drawings are harvested with the image of the mill, wood, ball, woodcutter, bridge, stork, frogs, butterflies, cats, etc. Playing are built in a row or form a semicircle.

Mill: one hand raised, the other is omitted and pressed against the body. Children show how the mill works: change the position of the hands.

Ball: squat, spin round. Playing start jumping. The feet of the feet are connected, the knees during the sweeps rise high.

Woodcuts: Playing Raise Up Hands

with connected fingers, legs straight. Wide

the guys imitate the cutting of firewood.

We defeat those who are more successful than others fulfilled the task.

Rules of the game:

For each inaccurate execution, penalties are accrued.

Burners

Training:Children become couples after each other, holding hands. Ahead, at a distance of 3 -4 m, the place of water.

Oblique, oblique,

Don't go barely

And walk the obht

Paws to eat.

If you wish,

Wolves hare will not find

Will not find you a bear.

Go out, burn you, burn you!

As soon as the guys are finished by a speech, the first pair discovers the hands and runs forward to connect again behind the feature where the leading can no longer catch. He must catch one of the guys, otherwise he will have to drive again. The leading becomes from behind everyone in a couple with those who caught. Another of this pair becomes leading.

In the game we win those who have never been caught.

Rules of the game:

1. The game begins at the leader's signal.

2. You can start running only at the end of the cleattee.

Goal:Training technique of throwing a small ball for a distance.

Tasks:

Planned results:

Subsection:

Compliance with safety equipment during the moving game "Corses, Zhömlidi, Nuts";

Meta-remote results:

Regulatory Wood:

Cognitive Wood:

- Search for information on the technique of throwing the ball to the distance;

Communicative Wood:

- ask questions on the technique of doing exercise and take part in their discussion;

Personal results:

Type of lesson:

Location: gym.

Download:

Preview:

Technological card lesson

Teacher of Physical Culture: Belova Tatyana Anatolevna

Class: 4 B class.

Section: Athletics.

Theme lesson: "Throwing a small ball for a distance.Moving game "Corses, boils, nuts."

Purpose: Training the technique of throwing a small ball on the range.

Improve the technique of throwing a small ball for a distance;

Develop the speed of the reaction, dexterity and attention;

Rail respect and friendly attitude towards each other.

Planned results:

Subsection:

Learn to perform a small ball throwing;

Compliance with safety equipment during a mobile game "Corses, aches, nuts";

Dosing of the load in accordance with the age characteristics of students.

Meta-remote results:

Regulatory Wood:

Awareness of the quality of exercise;

Identification of the causes of an insufficient level of assimilation of the elements of the implementation technique;

Awareness of learning level and quality assimilation of the exercise;

Making the necessary additions and adjustments to improving the technique of throwing the ball of the ball;

Personal approach in correcting errors.

Cognitive Wood:

- Search for information on the technique of throwing the ball to the distance;

Independent establishment of the causes of improper throwing ball

Communicative Wood:

- ask questions on the technique of doing exercise and take part in their discussion;

Respect of peer opinions in the process of joint development of grades;

Interact with peers in the process of joint retraction in the passage of the game.

Personal results:

Respect and goodwill to each other during the game;

Interaction with peers based on mutual assistance;

The ability to manage your emotions.

Type of lesson:

lesson for the formation of subject skills, mastering subject skills.

Training Methods: Problem-search, discussion, reproductive, empathy, method of analogy, analysis.

Forms of organization: Frontal, group, individual.

Equipment and equipment: Small balls.

Venue: Gym.

6. Outwarming exercises in the movement movement:

UPR. 1 I.P.-Hands to the sides.

For 4 steps ahead, 4 circles in brushes inside, for the next 4 steps forward and outward.

UPR.2. I.P.-Hands bend to shoulders, 1-4-circular rotations with hands forward;

5-8-circular rotations with arms back;

UPR.3.- I.P.-Hands are bent in front of the breast, 1-2 jums bent hands in front of the breast;

3-4-jerks with straight hands in front of the breast.

UPR.4.- I.P.-Right hand up, left down;, 1-2 jums with straight hands, right up, left down;

3-4-jerking straight hands, left up, right down;

UPR.5- I.P.-Hands up, the fingers are hooked out.

On the step of the left forward-tilt to the left, one step right forward-slope to the right.

UPR.6- I.P.-Hands in front of the breast.

On the 2 spring steps, the head of the bent hands back, on the next 2 steps ahead, the same, but the extension of the hand is the palms up.

UPR 7 - I.P.-Hands to the parties,

1-4-circular rotation with hands forward;

5-8-circular rotations with arms back.

Emphasize the attention of students on a combination of movements with the rhythm of steps and to preserve proper posture When performing exercises.

Perform with maximum amplitude movements. (UPR.1)

Perform with maximum amplitude. (UPR.2)

Perform with maximum extension of hands. (UPR.3)

Perform with the maximum extension of the hands. In the elbows hands not bend (UPR.4)

When tilting, look at the hands of the hands. (UPR.5)

Elbows below shoulders do not omit. (UPR.6)

Perform with maximum amplitude movements. Hands B. elbow joints Do not bend. (UPR.7)

Steps, stops to follow the account of the teacher "Once or two" (Exhibit.1)

Emphasize the attention of students to the large length of the first step and laying out the legs with the heel, the equalization in the collems, intervals in three steps (EPR.2).

Orient students on opening distance and intervals in three steps.

Clearly execute teams: "On Pra-in, on Le, Cru-Gom, Shago-March" (UPR.3).

Draw the attention of students to the need proper position Hands and laying legs during throwing ball, amplitude of movements (UPR.4)

Emphasize the attention of students to the clarity of the exercise, respiratory rhythm. (5)

Building in two ranks on one side of the site, the ball in the first.

At a distance of 5,10,15,20.25 m before each team there are chips. According to the whistle1 -e, the study is performed by throwing (the teacher says the result of each) .2-E-in-time opposite the 1st, at a distance of 25 m; 2-e-3-it-3-e-it, they catch balls from the ground.

10. Game "Corses, acorns, nuts".

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 names: the first in the top of the "bumps", the second "yellow", the third "nuts".

Perform throwing with a large amplitude, let go of the ball at the highest point, turn to the correct rack when throwing. Perform a whistle.

The content of the game . According to the signal, the leading loud pronounces, for example: "nuts". All players called "nuts" should be swapped, and the leading seeks 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 top three, 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: "bumps, nuts". Conducted should also be swapped.

Players win, who have never been waters.

Rules of the game:

1. It is prohibited to remain in place.

2. Players can not run into any other three (otherwise the player becomes leading).

3. You can change the rules (standing by the person in the center, back, various initial positions).


[ essay ]
  • Program of Additional Education Games for Health [Program]
  • Volleyball [Essay]
  • Andrianova A., Smirnova V., Kodachigova A. Collection of games for the friendly company of adolescents. Yard games of our parents [Document]
  • Movable games as a means of development physical qualities [ essay ]
  • the role of the game in the development of the child [Abstract]
  • Coursework: Moving games for children with impaired musculoskeletal system [ course work ]
  • Physical development of a child up to 3 years [abstract]
  • Mathematical games and puzzles [Essay]
  • Olympic antique times [Essay]
  • Game elements in the culture of the twentieth century [Document]
  • 1.Doc.

    "Corses, acorns, nuts"

    Training.Players form a circle, in the middle of which it becomes 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 playing name: the first in Thirdings "Corses", the second "acorns", third "nuts".

    Fig.
    The content of the game.According to the signal, the leading loud pronounces, for example: "nuts". All players called "nuts" should be swapped, and the leading seeks 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, you can call 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 can not run into any other three (otherwise 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.). At "hunters" volleyball 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", knocked out during this time.

    Rules of the game:1. During the ball throw, it is forbidden to intercede. 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 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.

    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"
    □ □ □ □ □ □

    Training.

    f Ringing turning

    Rules of the game

    18. "Alpinists"

    Training.

    The content of the game.

    ooooooooo

    Rules of the game:

    19. "Strip jumps"

    Training.

    The content of the game.

    Rules of the game:

    Training. Players form a circle in the middle of which it becomes driven, and the rest, crashing along the top three, one after another face to the center (the first number is in three to four steps from the leading (Fig. 5). The manager gives all the playing names: the first in the top three "Corses", the second "acorns", third "nuts".

    f Ringing turning

    powered place. If he succeeds, the player who remains without a place becomes leading. If the driven will say "acorns", there are places standing in the troops second, if the "bumps" - standing in the top three. When the game is mastered, you can call 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.

    Rules of the game : 1. It is prohibited to remain in place. 2. Players can not run into any other three (otherwise the player becomes leading).

    18. "Alpinists"

    Training. The two teams of "climbers" are built by the soles face to the gymnastic wall at 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches turned upside down. In extreme spans, the walls are stacked by gymnastic mats (Fig. 6).

    The content of the game. According to the teacher's signal, the first players begin to promote the rake of the gymnastic bench, go to the gymnastic wall, climb on it, move along the wall to the extreme span and go down. The height of the lift on the wall is indicated in advance by the teacher (marked with a ribbon, flag). When the gymnastic wall descends, the player has the right to jump from the rail, located at an altitude of no more than 70-75 cm, in the circle of 40 cm with a diameter marked with chalk on the mate. Landing, playing becomes the last in his rank. Second players start moving along a gymnastic bench immediately after landing the previous "climbers".

    ooooooooo

    # About players of opposing teams

    The team wins, who managed to finish the batter faster than others and made less mistakes than the other.

    Rules of the game: 1. Premature movement on the rake bench is prohibited. 2. The player should not lose equilibrium. 3. You can not jump from the height that exceeds the specified teacher. 4. There is also an inaccurate landing. For each error, the player is punished with a penalty point.

    19. "Strip jumps"

    Training. Lines denotes a 2 -3 m corridor. Accession of the corridor, lines forming narrow (30 cm) and wide (50 cm) strips, which alternate with each other. Such strips can be 6-8. Through narrow strips, children jump, and from widely repel when jumping. The class is divided into three or four teams that ride the ranks (Fig. 7).

    The content of the game. At the signal, the first numbers of each team start jumping from the beginning of the corridor (push two legs) through narrow strips, making an intermediate jump on each wide band. Performed all jumps correctly (without coming on narrow strips) bring the point with your team. The second numbers are also jumping, etc. If the player comes to a narrow strip, it continues to jump further, but does not bring the team point. The speed of jumping is not taken into account.

    The team wins, whose players received more points.

    Rules of the game: 1. The width of the strips is gradually increased (up to 60, 90, 100 cm). 2. Commands are located in the same position and comply with the same sequence. 3. He who jumped on

    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.

    Teacher physical culture: 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 motions at white Susta forward.

    5-8, too back.

    I.P. - Hands to shoulders.

    1-4 - Circular movements in shoulder Sustain 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 satisfied, 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.

    Foot 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: 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 motor activity 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 at 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 I. physical education Children and teenagers. - 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


    Training. Players form a circle in the middle of which it becomes driven, and the rest, crashing along the top three, one after another face to the center (the first number is in three to four steps from the leading (Fig. 5). The manager gives all the playing names: the first in the top three "Corses", the second "acorns", third "nuts".

    f Ringing turning

    powered place. If he succeeds, the player who remains without a place becomes leading. If the driven will say "acorns", there are places standing in the troops second, if the "bumps" - standing in the top three. When the game is mastered, you can call 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.

    Rules of the game : 1. It is prohibited to remain in place. 2. Players can not run into any other three (otherwise the player becomes leading).

    18. "Alpinists"

    Training. The two teams of "climbers" are built by the soles face to the gymnastic wall at 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches turned upside down. In extreme spans, the walls are stacked by gymnastic mats (Fig. 6).

    The content of the game. According to the teacher's signal, the first players begin to promote the rake of the gymnastic bench, go to the gymnastic wall, climb on it, move along the wall to the extreme span and go down. The height of the lift on the wall is indicated in advance by the teacher (marked with a ribbon, flag). When the gymnastic wall descends, the player has the right to jump from the rail, located at an altitude of no more than 70-75 cm, in the circle of 40 cm with a diameter marked with chalk on the mate. Landing, playing becomes the last in his rank. Second players start moving along a gymnastic bench immediately after landing the previous "climbers".

    ooooooooo

    # About players of opposing teams

    The team wins, who managed to finish the batter faster than others and made less mistakes than the other.

    Rules of the game: 1. Premature movement on the rake bench is prohibited. 2. The player should not lose equilibrium. 3. You can not jump from the height that exceeds the specified teacher. 4. There is also an inaccurate landing. For each error, the player is punished with a penalty point.

    19. "Strip jumps"

    Training. Lines denotes a 2 -3 m corridor. Accession of the corridor, lines forming narrow (30 cm) and wide (50 cm) strips, which alternate with each other. Such strips can be 6-8. Through narrow strips, children jump, and from widely repel when jumping. The class is divided into three or four teams that ride the ranks (Fig. 7).

    The content of the game. At the signal, the first numbers of each team start jumping from the beginning of the corridor (push two legs) through narrow strips, making an intermediate jump on each wide band. Performed all jumps correctly (without coming on narrow strips) bring the point with your team. The second numbers are also jumping, etc. If the player comes to a narrow strip, it continues to jump further, but does not bring the team point. The speed of jumping is not taken into account.

    The team wins, whose players received more points.

    Rules of the game: 1. The width of the strips is gradually increased (up to 60, 90, 100 cm). 2. Commands are located in the same position and comply with the same sequence. 3. He who jumped on