Topic 10. Definition and meaning of outdoor games. Methodology for children of different age groups.


Outdoor games in physical education class

Outdoor game, its definition and specifics

An active game with rules is a conscious, active activity of a child, characterized by accurate and timely completion of tasks related to the rules that are mandatory for all players.

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According to P.F. Lesgaft’s definition, outdoor play is an exercise through which a child prepares for life. The exciting content and emotional richness of the game encourage the child to make certain mental and physical efforts. The specificity of outdoor play is the child’s lightning-fast, instant response to the signal “Catch!”, “Run!”, “Stop!” etc. Outdoor play is an indispensable means of replenishing a child’s knowledge and ideas about the world around him, developing thinking, ingenuity, dexterity, dexterity, and valuable moral and volitional qualities.
A preschooler realizes his freedom of action in outdoor games, which are the leading method of developing physical education.
In pedagogical science, outdoor games are considered as the most important means of a child’s comprehensive development. The deep meaning of outdoor games lies in their full role in physical and spiritual life, existing in the history and culture of every nation. Outdoor play can be called the most important educational institution, promoting both the development of physical and mental abilities and the development of moral norms, rules of conduct, and ethical values ​​of society. Outdoor games are one of the conditions for the development of a child’s culture.
In them he comprehends and learns about the world around him, in them his intellect, fantasy, imagination develop, and social qualities are formed. Outdoor games are always a creative activity in which the child’s natural need for movement, the need to find a solution to a motor problem, is manifested. While playing, a child not only learns about the world around him, but also transforms it.

The meaning of outdoor games

Classification of outdoor games

Motor actions of outdoor games are established by rules. Outdoor games can be

individual, collective.
Collective outdoor games are characterized by:
a competitive element, mutual assistance, mutual assistance in the interests of achieving the goal of the game.
In practice, two types of outdoor games are used: Free (creative or freestyle).
For children of preschool or primary school age, games are most often plot-based.
They can be single or group. Organized with established rules.
They are varied in content and complexity: simple non-command;
more complex, transitional to team ones; team, some of which are semi-sports. Classification of games: By degree of difficulty: from simple to more complex.
According to the age. By type of movement: with elements of outdoor switchgear, with running, jumping, throwing,

"Sentries and Scouts"

Preparation. The players are divided into two teams - “scouts” and “sentinels” - and line up along two opposite sides of the site at a distance of 18-20 m from one another. A line is drawn three steps in front of the ranks, and in the middle a volleyball ball is placed in the outlined circle.

Contents of the game. Players in teams are counted in numerical order. The task of the “scout” team is to carry the ball over their line, the task of the players of the other team is to prevent this. The teacher loudly calls the number, and the players standing opposite (having this number) run up to the ball. If the “sentry” is too lazy, the “scout” grabs the ball and runs away with it to his house, and the “sentry” goes into captivity and stands behind the “scout”. If both players simultaneously run out to the middle, then the task of the “scout” is to, by performing a series of distracting exercises (hand movements, jumping in place and with a turn, lunges, etc.), divert the attention of the “sentry” (he repeats these movements after the “scout”) and takes the ball away. If the “scout” grabbed the ball, but the “sentry” overtook him and hit him with his hand, the “scout” becomes a prisoner, otherwise he wins the duel. The game continues until all numbers have taken part in the game. The prisoners are counted and released to their teams. The game is repeated, with the players changing roles.

The team that manages to take more prisoners wins.

Rules of the game: 1. The “sentinel” must repeat all the movements of the “scout”, otherwise he loses. 2. You can only chase a fleeing player to the edge of his house. 3. The player who drops the ball is considered caught. 4. Each time the ball is put in place by the “scout”.

"Drag Over the Line"

Preparation. Two teams of players stand one against the other along the line drawn between them. Boys stand against boys, and girls against girls, approximately equal in physical strength. Four steps behind each team are the players allocated for scoring.

Contents of the game. At the teacher’s command, the players come together at the center line and take one (or two) hands. At the second signal, everyone tries to pull their opponent over the line where the assistants are standing. A player who has been pulled by touching the scorer with his palm may go over the line again and play for his team again. Each player pulled over earns the team that pulled him over one point.

The team that receives the most points during the game wins.

Rules of the game: 1. During the game, only hand grabs are allowed. 2. It is allowed to drag alone, in pairs, or by several players at the same time.

"Relay in a circle"

Preparation. All players are divided into three to five teams and stand in the middle of the hall like the spokes of a wheel, turning their right (or left) side to the center of the circle. It turns out to be a kind of sun with rays. Each beam - line is a team. The players standing furthest from the center of the circle hold a relay baton (town, tennis ball) in their right hand.

Contents of the game. At the teacher’s signal, those players who have a relay baton (a town or a tennis ball) in their hands run in a circle (from the outside) past the rest of the “spokes” to their spoke and pass the baton to the player waiting at the edge, after which they stand at the other end of their line (closer to the center). All players take half a step from the center. The one who received the baton also runs around the circle and passes it to the third number, etc. When the one who started the game is on the edge and an object is brought to him, he raises it up, announcing the end of the game for his team.

The team that finishes the relay earlier wins.

Rules of the game: 1. While running, it is prohibited to touch standing players, and thereby interfere with players making dashes. 2. Penalty points are awarded for violations of the rules. The “circle relay”, like the “Counter relay”, can be carried out while dribbling a basketball.

"Running for flags"

Preparation. The class is divided into teams, and a captain is chosen for each of them. The teams are located behind the starting lines - one opposite the other. The distance between teams is 20-30 m. In the middle of the site, between two lines that limit a strip 2-3 m wide, flags are laid out in a checkerboard pattern.

Contents of the game. At the signal, players quickly run up to the flags and try to collect as many of them as possible. After a set time, on command, the children return to their places and quickly line up. Captains collect and count the flags brought by their players. One point is awarded for each flag.

The team with the most points wins.

Rules of the game: 1. During the run, the player is allowed to collect any number of flags lying on the ground. 2. It is prohibited to take away flags from each other. 3. You cannot step beyond the lines limiting the space for flags. 4. Team captains play on equal terms with everyone.

“Fishing Rod” (simple and command)

Preparation. To play, you need a rope 3-4 m long, at the end of which a bag filled with peas or sand is tied. Sometimes a regular jump rope is used for the game. This is a fishing rod with which the fisherman (driver) catches fish (the rest of the players). All players stand in a circle, and the driver stands in the middle of the circle with a rope in his hands.

Contents of the game. Option 1.

The driver rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players. They carefully monitor the movement of the bag and jump so that it does not hit any of them. The one who is touched by the bag or rope stands in the middle and begins to rotate the rope, and the former driver takes his place in the circle.

The last two or three players remaining win.

Rules of the game: 1. The player is considered caught if the rope touches his leg no higher than the ankle. 2. Players are not allowed to approach the driver during jumping. 3. The player who is hit by the rope is eliminated from the game.

Option 2 (command).

Players standing in a circle are counted on first or second and make up teams accordingly. The driver (as in option 1) is the same. The player who was hit by the rope raises his hand: he gives his team a penalty point. After each mistake, the score is announced loudly.

The victory in the game is won by the team that, after 2-4 minutes of play, receives fewer penalty points.

The rules of the game are the same as in option 1.

"Pull in a circle"

Preparation. Two concentric circles are drawn (one inside the other) with a diameter of 1 and 2 m. All players surround a large circle and join hands.

Contents of the game. According to the teacher’s instructions, the game participants go to the right or left. At the second signal (whistle), the players stop and try to pull their neighbors beyond the line of the large circle without separating their hands. Whoever gets into the space between the large and small circle with one or two feet is out of the game. Then the players join hands again and continue the game when the whistle blows.

Players who are not drawn into the circle after several repetitions are considered the winners.

Rules of the game: 1. Players are not allowed to separate their hands while moving and fighting. 2. Both players who release their hands are eliminated from the game. 3. When there are few players left, they stand around a small circle and continue the competition, following the same rules.

"Crucian carp and pike"

Preparation. On one side of the site there are “crucian carp”, in the middle there is a “pike”.

Contents of the game. At the signal, the crucians run to the other side. The "pike" catches them. The caught “crucian carp” (four or five) join hands and, standing across the platform, form a net.

Now the “crucians” must run to the other side of the site through the net (under their arms). The “pike” stands behind the net and lies in wait for them. When there are eight or nine “crucians” caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted by 15-18 participants holding hands. The “pike” takes a place in front of the basket and catches the “crucian carp”.

When there are more caught crucian carp than uncaught ones, the players form vertices - a corridor of caught crucian carp, through which the uncaught ones run. The “pike”, located at the exit from the top, catches them.

The winner is the one who remains last. He is entrusted with the role of the new “pike”.

Rules of the game: 1. The game begins at the signal of the leader. 2. All “crucian carp” are required to go through the net, basket and top when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a “pike” if they manage to throw their clasped hands behind the back of the “pike” and drive it into the basket or slam the tops. In this case, all the “crucians” are released, and a new “pike” is selected.

"Two Frosts"

Preparation. Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are the “Frost brothers”: “Red Nose Frost” and “Blue Nose Frost”.

Contents of the game. At a signal from the leader, they turn to the players with the words:

We are two young brothers, Two daring Frosts: I am Red Nose Frost, I am Blue Nose Frost. Which of you will decide to set out on the little path?

The guys answer in unison:

We are not afraid of threats, And we are not afraid of frost! —

and begin to run from one city to another. "Frosts" catch them. Anyone they manage to stain is considered frozen. He remains in the place where he was caught and must, with outstretched arms, block the path of the players during the next dashes. When there are so many frozen that it becomes difficult to run through, the game ends.

The winners are those who have never been frozen. Rules of the game: 1. You can start running only after finishing the recitative. 2. Showering outside the city line does not count. 3. The dirty guys can be helped out: to do this, the rest of the players must touch them with their hands.

"The Fox and the Chickens"

Preparation. In the middle of the hall, four gymnastic benches are placed in the form of a square with slats up, this is a “perch”. One driver is selected - "fox" and one - "hunter". All other players are “chickens”. In one corner of the hall there is a “hole” in which the “fox” is placed. The “hunter” stands in the other corner. The "chickens" are located around the "perch".

Contents of the game. At a signal, the “chickens” begin to either fly up to the “perch”, then fly off it, or simply walk around the “chicken coop” (near the benches that form the “chicken coop”). At the second agreed signal, the “fox”, approaching the “chicken coop”, catches any “chicken” touching the ground (floor) with at least one leg. The “fox” takes the dirty man by the hand and leads him into his “hole”. If he meets a “hunter” along the way, the “fox” releases the caught one and runs away into the “hole”. The caught one returns to the “chicken coop”, after which all the “chickens” fly off the roost. If the "hunter" catches the "fox", a new "fox" is chosen. Play 4-6 times.

The players who are never caught win.

Rules of the game: 1. Having run into the “chicken coop”, the “fox” can insult only one player. 2. At the signal from the leader, the “fox” must leave the “chicken coop” regardless of whether he caught the “chicken” or not. 3. Those standing on the rail can help (support) each other.

"Passing balls in columns"

Preparation. The players are divided into several groups - teams, and each of them is lined up in a column, one at a time, one parallel to the other. Players in columns stand at arm's length. Those in front in the columns each have a ball or other object.

Contents of the game. Option 1.

At the signal, the players standing in front pass the ball over their heads to those standing behind them. They pass the ball to those behind them in the same way. Each time, the last player in the column, having received the ball, runs to the right of the column towards the leader, and then becomes the first in his column. The team of the one who brings the ball before the others gets the winning point. Then, also at the signal, they begin to pass the ball in columns. And they play like this until all participants reach the end of the columns and deliver the ball to the leader.

The team that finishes the game first with the fewest penalties wins.

Rules of the game: 1. The game begins only upon a signal from the leader. 2. You can pass the ball over your head, and not in any other way. 3. The person who dropped the ball must pick it up, get back into place and continue playing. 4. Penalty points are awarded for each violation.

Option 2.

You can also pass the ball under your feet, spreading them wide.

"Wolves in the Moat"

Preparation. Two parallel lines are drawn in the middle of the site at a distance of 70-100 cm from one another. This is a corridor - a ditch. It can be indicated by not exactly parallel lines; on the one hand it is narrower, and on the other it is wider. Two drivers - “wolves” - stand in the ditch; the rest of the players - the “goats” - are placed on one side of the site behind the house line. On its other side, a line indicates a pasture.

Contents of the game. At a signal from the leader, the “kids” run from the house to the opposite side of the site to the pasture and jump over the ditch along the way. “Wolves”, without leaving the ditch, try to kill as many “kids” as possible, for which the “wolves” are awarded winning points.

After 3-4 runs (by agreement), new “wolves” are selected and the game is repeated.

The winners are the “goats” who have never been caught, and those “wolves” who have scored the most points.

Rules of the game: 1. Jumping over the ditch is mandatory. 2. Caught “kids” do not leave the game.

"Cones, acorns, nuts"

Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.

Contents of the game. At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if “cones” - those standing first in the threes. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game: 1. Those summoned are prohibited from remaining in place. 3. Players cannot move to any other three (otherwise the player becomes the driver).

"Sharp on target"

Preparation. A line is drawn in the middle of the site, along which 10 towns (clubs) are placed. The players are divided into two teams and lined up one behind the other on one side of the court facing the towns. Participants in the line in front receive a small ball. A starting line is drawn in front of the line.

Contents of the game. At the established signal from the leader, the players in the first rank throw balls at the balls (clubs), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in a line behind them. At the command of the leader, the players of the second rank (teams) also throw balls into the towns. The knocked down towns are counted again. This is done 2-4 times.

The team that manages to knock down the most towns several times wins.

Rules of the game: 1. Balls can be thrown only upon a signal from the leader. 2. When throwing, you cannot go beyond the starting line. A throw that goes beyond the line does not count.

"Calling numbers"

Preparation. The location, inventory and preparation are the same as in the previous game. If the room allows and there are few players, you can line them up in two lines facing the same direction on the same line. At a distance of 2 m from the line of players (the starting line), the finish line is drawn parallel to it.

Contents of the game. The players are counted according to the order of numbers in each column - team. The leader calls the players by number, alternating them at his discretion. Each time the first person to reach the finish line gets a winning point.

The team with the most victory points wins.

Rules of the game: 1. If the players stand in lines, then they can be placed in a high or low start position, and from this position they must run out when called by the leader. 2. If a player breaks the rules, a point is deducted from his team. This rule is recommended for use starting in 3rd grade, when students become familiar with the low start.

Plotless outdoor games

Plotless games such as traps and dashes are very close to plot ones - they just don’t have images that children imitate, all other components are the same: the presence of rules, responsible roles (traps, tags), interconnected game actions of all participants. These games, like the story ones, are based on simple movements, most often running combined with catching and hiding, etc. Such games are available to both younger and older preschoolers.

Plotless games require children to be more independent, quick and dexterous in their movements, and spatially oriented. Gradually the games become more complex, with more complex tasks.

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