Games for children during recess at school. How to keep children occupied without disrupting school


Games during recess have an important educational value. After hard work in class, students need active rest. Outdoor games in children evoke positive emotions and stimulate their physical activity. This switching of work allows the children to relax and more easily perceive the educational material in the next lesson. It takes at least 8-10 minutes to organize and conduct games. Students can play games independently or under the guidance of teachers.

Change of numbers

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

Passing the ball

The players are divided into 2 or several teams, located at a distance of several steps from each other, and stand in a column one at a time. The head players are at the same distance from the intended line drawn on the ground; each of them holds a ball in their hands. At the teacher’s command, the ball is passed from hand to hand over the heads of the players until it reaches the last player. He quickly runs forward, stands at the head of his column, and the transfer of the sword begins again. When the first player is last and receives the ball, he runs to the target line and places the ball on the ground beyond it. The one who does this before others ensures victory for his team.

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

Game with a bell

Holding hands, the children stand in a circle, inside which there should be two players. One of them is blindfolded, and the other is given a bell. Focusing on its sound, the first one must catch it, and the second one must run away from it, muffling the ringing in time.

The game requires dexterity and caution. It brings great pleasure not only to the players, but also to the spectators.

Follow the agreement strictly

The leader stands opposite the players and agrees with them on the following: when he bows, the children should turn away; when he stretches out his hands to them, they will cross them on their chests; when he shakes his finger at them, they will bow to him; when he stamps his foot, they also stamp in response.

Before starting, conduct a three-minute “rehearsal” with the players. Anyone who makes a mistake is eliminated from the game.

Game for attention

The teacher explains the rules: “I will get up and sit down, while giving you the command: “Stand up”, “Sit down.” You must carry out my command, without paying attention to what I myself do. Let's start!

The teacher sometimes deliberately says, “Stand up,” and sits down, and vice versa.

sparrows

A circle is drawn on the floor of such a size that all players can freely fit around its circumference. One of the players, the “cat,” stands in the center of the circle. The rest of the players - the "sparrows" - are located outside the circle, right next to the line. At the leader’s signal, the “little sparrows” begin to jump inside the circle and jump out of it, and the “cat” tries to catch one of them inside the circle. The one who is caught becomes a “cat”, and the “cat” becomes a “sparrow”, and the game continues. The one who is never caught wins.

Option. "Sparrows" jump on one leg.

Who has the long tail?

The players form a circle. The leader invites them to raise their right hand, wave it, then lower it. He tells the children that he will name different animals. Moreover, if the named animal has a long tail, children should raise their right hand and wave it, but if there is no tail or it is short, there is no need to raise their hand. So the game begins. The leader names the animals, for example: horse (long); goat (short); nova (long); fox (long); hare (short); sheep (short); tiger (long); cat (long); bear (short); pig (short); donkey (long); squirrel (long), The leader raises his hand in all cases. Anyone who makes a mistake is awarded a penalty point. The one who scores fewer penalty points during the game wins.

Brook

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

Edible-inedible

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

The game requires a good reaction, otherwise they laugh at the loser: “He ate the socks!”

Damaged phone

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

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

For teenagers 10–13 years old

The outdoor games offered here can be used not only during active breaks, but also during a walk in the school, during class and school holidays, for organizing leisure time for children on trips and hikes, etc.

"Game with a bell"

Holding hands, the children stand in a circle, inside which there should be two players. One of them is blindfolded, and the other is given a bell. Focusing on its sound, the first one should catch it, and the second one should run away from it, muffling the ringing in time.

The game requires dexterity and caution. It brings great pleasure not only to the players, but also to the spectators.

“Fulfill the agreement strictly”

The leader stands opposite the players and agrees with them on the following: when he bows, the children should turn away; when he stretches out his hands to them, they will cross them on their chests; when he shakes his finger at them, they will bow to him; when he stamps his foot, they also stamp in response.

Before starting, conduct a three-minute “rehearsal” with the players. Anyone who makes a mistake is eliminated from the game.

“Draw without an object”

Invite the children to use their imagination to do the following in public:

  • Thread the needle.
  • Sew on a button.
  • Toss and catch the ball (I remind you – without the ball).
  • Throw a ball with a friend.
  • Chop wood.
  • Plan the board with a plane.
  • Sharpen your pencil.
  • Trim your nails with scissors.
  • Move an object from one place to another.
  • Flip through a book with thin pages and an album with thick ones.
  • Unfold and fold the newspaper.
  • Pour water from one glass to another several times.
  • Throw water from a glass at someone and be able to avoid being splashed.
  • Lift things weighing 1, 2, 3, 4, 5 and 10 kg.
  • Take a very cold, warm and hot object in your hands alternately.
  • Feel velvet, silk, wool.
  • Place several plates one inside the other without making the slightest noise.
  • Smell an apple, orange, rose, clove, onion, ammonia.
  • Cut the watermelon into slices and eat one piece.
  • Depict and “voice” a motorcycle, a tractor, a dovecote, a boiling kettle.
  • Depict a hairdresser doing a complex woman's hairstyle; surgeon during surgery; a dentist who pulls out a tooth; the housewife who cleans the perches; a driver who repairs a car while lying underneath it.
  • Portray an angry cat; hungry pig; arrogant turkey; night owl; handsome peacock; ostrich; proud rooster; penguin The main thing is to convey the character of the animal or bird, to depict their gait, “voice”, and manners. Make it fun.
  • Depict pedestrians on the street: an old woman with a dog on a leash; a policeman whose boots are pinching; a lover with flowers who has a toothache; a mother of many children with a bunch of scattering children; girl with an open umbrella in a strong wind.
  • Show how geese, camels, ducks, cats, elephants, giraffes, hares, frogs, kangaroos, crocodiles, bears, ducks, foxes, etc. walk and run (you can use cards with images of animals).

Game for attention

– I will get up and sit down, at the same time giving you the command: “Stand up”, “Sit down”. You must carry out my command, without paying attention to what I myself do. Let's start!

“Don’t get confused!”

– Try to do this exercise (demonstrates). It may seem very simple and easy only at first glance. Actually this is not true. Place your hands on your knees, clap your hands in front of your chest, grab your nose with your right hand and your right ear with your left hand, then clap your hands again, grab your nose with your left hand and your left ear with your right hand. Repeat the exercise in the same sequence several more times, gradually increasing the pace. Just don’t confuse where your nose is and where your ear is, where your right side is and where your left side is.

Attention game “Three movements”

– Everyone must remember 3 movements that I will show. First: bend your arms at the elbows, hands at shoulder level; second, extend your arms forward at shoulder level; third, raise your hands up.

The teacher shows the movements, everyone repeats after him 2-3 times to remember the number of each movement. Then the game begins. The teacher shows one movement while calling out the number of another.

"Walk faster"

At one end of the corridor, the players line up in one line. At the other end, the driver stands with his back to the players, facing the wall. He covers his face with his hands and says: “Walk quickly, watch, don’t yawn! Stop!" While the driver says these words, all the players try to get closer to him as quickly as possible. But at the command “Stop!” they must immediately stop and freeze in place. The driver quickly looks around. If he notices that one of the players did not have time to stop in time and made at least one movement, the driver sends him back beyond the starting line. After this, the driver turns away and says the same words. This continues until one of the players manages to get closer to the driver and stain him before he has time to look back. After this, all the players run beyond their line, the driver chases after them and tries to tarnish someone. The stained one becomes a driver.

"Trap"

The players form two circles. The inner circle, holding hands, moves in one direction, and the outer circle in the other. At the teacher's command, both circles stop. Those standing in the inner circle raise their hands to form a gate. The rest either run into the circle, passing under the gate, or run out of it. Suddenly the second command is given, hands are dropped, and those who are inside the circle are considered to be trapped. They remain in the inner circle and join hands with the rest of the players, after which the game is repeated. When there are few players left in the outer circle, an inner circle is formed from them. The game repeats itself.

"Pass silently"

Several players are blindfolded and stand in pairs facing each other at arm's length. Each pair forms a gate. The rest of the players, divided into groups (according to the number of gates), try to pass through the gates one by one. You must pass silently, carefully, you can crouch or crawl. At the slightest rustle, the players standing at the goal can raise their hands to block the path and delay the passer-by, but they must immediately lower them.

The players who manage to get through the gate safely win.

“Stay still!”

The players form a circle. The driver walks inside the circle and, stopping in front of someone, says loudly: “Hands!” The one to whom he addressed must stand calmly, and his neighbors must raise their hands: the neighbor on the right - left, the neighbor on the left - right. Whoever makes a mistake, raises the wrong hand or hesitates, replaces the driver.

"Come back soon"

Two chairs are placed at a distance of 8–10 m from one another. Two players sit on them blindfolded. At the command “March!” they should go to the opposite chair as quickly as possible, touch it and return. You shouldn't interfere with each other. The one who quickly gets to his chair and sits on it wins.

"Wind and Weathervanes"

The teacher finds out if the children know where north, south, east and west are, and then offers a game. The teacher is the wind, the guys are weather vanes. When the teacher says: “The wind blows from the north,” the weather vanes should face south, if the wind is from the west, face the east, etc. If the teacher says: “Storm,” the weather vanes should spin in one place; if he says: “Variable,” the weather vanes begin to sway in place; “Calm” - everyone freezes.

A rehearsal is held to learn the rules. The game is played at a fast pace. You can name the same wind direction 2 or 3 times in a row. Then none of the players should turn. The winners are those who make the fewest mistakes.

Comic relay race "Racing"

This activity was once popular in all countries. Now it's a sport. But his fans have not diminished since then. Probably, none of the guys will refuse to become a “rider” and ride like a breeze on a “horse”. True, the horses in this relay are not entirely ordinary. They are replaced by stools or chairs. It is desirable that they be strong; who takes a lame horse to the start line? What does a real rider do before a race? He jumps into the saddle, takes the reins in his hands and, shouting: “But! Let's go!”, moves forward. The “rider” in this relay must also “saddle” the stool at the start, grab its edges instead of the bridle and, helping himself with his legs, make his way from the start to the finish and back. Following the first “rider”, the whole team masters this path. This relay race is good training, after which you can someday ride a live horse. And the hardiest and fastest ones win all horse races.

Outdoor game “Santiki-santiki-lim-po-po”

The players stand in a circle. The driver moves away from the circle a short distance for a few seconds... During this time, the players choose who will be the “shower.” This player will have to show different movements (clapping hands, patting the head, tapping the foot, etc.). All other players must immediately repeat his movements. After the person showing is chosen, the driver is invited to the center of the circle. He needs to determine who shows all the movements. The movements begin with ordinary claps. At the same time, throughout the entire game the words are pronounced in chorus: “Santiki-santiki-lim-po-po.” Unbeknownst to the driver, the person showing demonstrates a new movement. Everyone should immediately adopt it, so as not to give the driver the opportunity to guess who is leading them. The presenter may have several attempts to guess. If one of the attempts is successful, then the person showing becomes the driver.

"Catch the Dragon's Tail"

The guys line up in a column, each holding the person in front by the belt. They represent a dragon. The first in the column is the dragon's head, the last is the tail. At the command of the leader, the dragon begins to move. The task of the “head” is to catch the “tail”. And the task of the “tail,” in turn, is to escape from the “head.” The dragon's body should not be torn apart, i.e. players do not have the right to remove their hands. After catching the “tail”, you can choose a new “head” and a new “tail”.

"Atoms and Molecules"

All players move randomly around the playing area, at this moment they are all “atoms”. As you know, atoms can turn into molecules - more complex formations consisting of several atoms. A molecule can have 2, 3, or 5 atoms. Players playing at the command of the leader will need to create a “molecule”, i.e. multiple players will need to grapple with each other. If the leader says: “The reaction proceeds in threes!”, then this means that three “atom” players merge into one “molecule”. If the presenter says: “The reaction goes in fives!”, then the five players should grab each other. The signal for the molecules to break up again into individual atoms is the leader’s command: “The reaction is over!” If the children do not yet know what an “atom”, “molecule”, “reaction” is, an adult should explain it to them in a popular manner. The signal for temporarily withdrawn players to return to the game is the command: “The reaction goes one at a time.”

"Musical Mop"

Children become pairs and dance to the music. One student at this time (to the music) wipes the floor with a mop. As soon as the music stops, the couples must change their partners, and the student with the mop quickly puts it on the floor and also looks for a partner. Those who did not have time to do this are dancing with a mop.

"From bump to bump"

Option 1: everyone receives 4 cardboards measuring 20 x 25 cm, stands on two of them, places the other two in front of them and moves on to them. Several people compete.

Option 2: give everyone 3 cardboards (the quick-witted and dexterous can make the transition on two cardboards).

Option 3: the players are divided into pairs, each pair receives 5 cards. After two minutes of reflection and testing, they begin the competition with other pairs on a signal. It’s not easy for two people to move on five cardboards, because you can’t put two legs on a cardboard at the same time. The first couple to arrive wins.

“Don’t spill, don’t spill!”

The guys are divided into 2-3 teams with the same number of players.

Option 1: each team forms a separate circle, everyone faces the center. Teams receive 2 glasses (preferably unbreakable), filled to the brim with water, and 2 thin bound books with three peas placed on them.

You need to quickly pass around in a circle one by one: glass, book, glass, book. If the peas fall, one of the players picks them up and places them on the book. This results in a delay in movement. All these objects must go around the circle 5 times. The team that is ahead of the others receives 5 points (if it has not lost a single pea and there is more water in the glasses than other teams).

Option 2: the playing conditions are the same, but everyone stands with their backs to the center.

Option 3: the conditions are the same, but the participants in the game turn one with their face, the other with their back to the center - alternately.
If teams repeat the competition, it is more interesting to play the game in all three variants.
It is not easy for the leader to monitor all the teams at once, and he can assign assistants to himself.

"You can't dance with a hat on"

To play the game, 4 hats are required, preferably elegant and beautiful (two for boys and two for girls). Before the dance starts, the host announces the rules of the game: “There are boys and girls standing next to me with hats on their heads, they also want to dance, but... they don’t dance with a hat. To take part in the dance, they must place a hat on the head of any dancer - only then will they be allowed to dance with his partner. Girls will wear hats for girls, and boys will wear hats for boys.
If they put a hat on your head, give in to your partner and don't be upset. Choose another, exercising your right to wear a hat. If you are given a hat, do not take it off until you choose a new partner.

"Can you recognize by the sound

There are from 8 to 12 different sounding objects on the table. The presenter taps each object with a nail (metal stick) and then with a wooden pencil. Everyone listens carefully to the sound objects make. Then the assistants block the table, and the presenter hits one of the objects several times with a wooden and then a metal stick. Whoever can name the item raises his hand, and the presenter asks one of the different teams.

Games for first graders in the classroom

A kind of organizational and obligatory moment in the lesson are games conducted by the teacher in the classroom. They not only have a positive effect on the child’s mental development, but also allow children who are not yet fully adapted to school to take a break for rest.

Mickey Mouse

Typically, desks in a classroom are arranged in 3 rows. The teacher tells the children that each row; these are commands. The first group (1st row) should shout “Miki” loudly when the teacher raises his right hand up. The second team (3rd row) shouts “Mouse” if they raise their left hand. And the third group (middle row) should loudly shout “Mouse” if the teacher crosses his arms.

Note. At the beginning of the game, the teacher warns the children that they need to be very careful, as he can deliberately confuse them, for example, raise two hands up at the same time.

"Motor".

It’s a unique way to conduct it when the kids are tired and begin to violate discipline in the classroom. Games like these with first-graders in class help them “make some noise” and continue to work in complete silence.

So, the teacher asks the children how the engine in the car works, what sound it makes. The teacher asks the students to imagine that they are; This is one motor, and he is the driver who will regulate it. When the “lever” hand goes up, the motor should work loudly (pronounce the sound “r-r-r”), if it goes down, it works more quietly.

Imagination game

Game "Show the sounds"

The teacher holds cards with pictures of animals, birds, and objects. The teacher shows the class one card at a time. Children must, without naming what is shown in the picture, “say” the word with sound and depict it using facial expressions and gestures. For example, a cat. First-graders say “meow-meow” and show their claws.

Game to relieve muscle strain

Games for first-graders in the classroom should also be complex, especially in writing and math lessons, when fine motor skills and back muscles are involved.

1. "Rain."

This game relieves stress well and is very popular with children. The teacher tells the children to imagine that it is raining. The teacher comments, and the students repeat the movements with him.

“It started to rain” (children raise their hand in front of them, palm up).

“First one drop” (hit the palm with one finger of the other hand).

“Then two drops” (two fingers, etc.).

“And then it started to rain heavily” (students clap their hands).

“The rain gradually began to subside. Four drops, three, two, one” (also shown in reverse order).

“The rain has stopped. The sun is out!” (children raise their hands up).

Game to develop reaction speed

. "Such different animals."

First-graders get up from their desks. The game is played on site. The teacher pronounces words (4-5), and the children imitate what the class teacher told them, and the pace of the game gradually increases. For example, "heron"; students stand on one leg, “bunny”; they put their hands on the tops of their heads and jump up, the “elephant” stretches one arm forward, like a trunk, etc.

Note. At the beginning of the game, the teacher must demonstrate the movements himself.

These games for first-graders in the classroom allow you to relieve emotional and physical stress in a short period of time, concentrate on the lesson during further work, and even help children gradually cope with their complexes.

Games for first graders at recess

Class unity game

1. "Mixer"

The guys are standing in a circle. The driver is in the center. He says: “Swap places with those who have 1 characteristic (for example, long hair, someone wearing sneakers, someone who likes cakes, etc.).” At the moment of movement, the driver must take one of the vacant seats. Whoever does not have time to get up on time stands in the center of the circle.

This game allows not only the children, but also the teacher to learn about each other, and also develops attention and speed of reaction.

2. "Numbers"

This game is similar to the previous one. First-graders count in order, standing in a circle and each remembering their number. Then one of those willing goes to the center and names any 2 numbers (taking into account the calculation), which must change places, and the driver takes one of the places as quickly as possible. Those who did not have time stand in the center and continue the game.

3. "Building"

At the teacher’s command, the class should line up:

; by height,

; by hair length; by eye color, etc.

4. "Rope"

Students, holding onto a rope or jump rope, must use it to build some kind of figure, letter, etc. For example, a circle, the letter “P”, “G”, etc.

Game to identify the leader in a group

1. "Crocodile"

The guys squat, forming a circle. There is also a teacher here who pronounces the word “Crocodile” and at the same time shows 1, 2, 5; on his fingers, i.e. this number will indicate the number of guys who should rise. Everyone gets up at will

The teacher carefully observes and draws conclusions for himself: those boys and girls who rose most often are potential leaders in the class. In addition, this game also helps children repeat counting.

Outdoor games for first graders

The schoolyard, as you know, allows not only outdoor games, but also those where loud shouting and noise are not prohibited.

Warm up game

The class is divided into 2 teams. They stand facing in 2 ranks. Then they repeat the words and movements, pointing at each other:

; "You; blackbird, I; thrush",

; "You have a nose, I have a nose"

; “Your cheeks are red, my cheeks are red,”

; “Your lips are scarlet, my lips are scarlet,”

“We two friends love each other!” (hug).

Outdoor games for first-graders are also good because, thanks to the large space, it is possible to conduct general games that require certain actions from children.

Team-story game

1. "Mammoths"

The whole class participates. The teacher distributes roles between first-graders: mammoths (most of the class), rescuer; 1 child, hunters (2-3 pairs); The two of them should move only holding hands. Their task; catch a mammoth. To do this, you need to catch the “animal” by forming a ring, holding it with your free hands. After this, the hunters take the prey in this position to a place agreed upon in advance. If the rescuer does not have time to free the mammoth, i.e. touch it with your hand, then that child is out of the game

The rescuer can only “release” the victim 3 times. If a child falls into the clutches of hunters more than expected, then he also leaves the game

2. “Help me out!”

Among the students, 1-2 drivers are selected, who must “freeze” all moving children with a touch of their hand. If someone is still frozen, then he should stand in place with his arms to the sides, feet shoulder-width apart and shout the following words loudly

“Hurry up and come running

And you help me out!”

The remaining participants (one of them) can “rescue” him if they crawl under the feet of the “frozen” one. Only then can the “saved” person continue the game.

Games with sports equipment

1. “Vegetables and fruits”

The driver throws the ball one by one to the players standing in the same line, naming vegetables and fruits in any order. If it is a vegetable, for example a potato, you need to catch the ball and sit down; if it is a fruit; apple, then you should also catch the ball and then jump

2. “Fisherman”

The guys stand in a circle, in the center is a first-grader with a jump rope. He spins it clockwise, and everyone else has to jump up so as not to touch the jump rope with their feet. Those who did not have time or hesitated become “caught fish”. Then the driver and the fish change places.

Thanks to game situations, children learn to behave correctly, think logically and become accustomed to sports.

A teacher who strives to improve in the profession understands that change is the best way to establish friendly contact with children. In conversation and play, children open up and begin to trust the teacher and tell their secrets and problems. Knowing your students makes it much easier to resolve discipline issues during class. All you need is desire and a little imagination.

Quiet activities

Children love to look at funny pictures. Their attention is little attracted to portraits of outstanding writers, physicists or mathematicians, as well as posters in the “Back to the 80s” style. However, they look at posters with Smeshariki on the topic of health or traffic rules with pleasure. Fill your school hallways with useful and entertaining information, designed in a modern style.

Children always follow the updated information in the classroom corners. Don’t be lazy and don’t forget to display your class’s diplomas for participation in sports competitions, competitions, and network projects in the classroom corner. This information is read not only by children in your class, but also by students from parallel competing classes.

Children, especially those who took part in the drawing competition, love to look at and discuss the works of the school exhibition on some vital topic for them - “How I spent my holidays”, “My pet”, etc. Organize school exhibitions more often!

Currently, a regular community school is equipped with computers, televisions and CD players. It’s easy to turn on cartoons, music or an entertaining program for children during recess. Not everyone will instantly be glued to the TV screen, but some children will relax before class this way.

Board games and puzzles. An ideal option for a school would be a chess or checkers studio, where classes would be taught by a professional coach and school tournaments would be organized. But, if there is no such circle at school, it is not difficult for any teacher to have chess boards and pieces for the game in his office. And believe me, children have a competitive spirit, organize a knockout tournament and the problems with running around before your lesson will be solved. When it comes to puzzles, choose them according to the age of the children. High school students love putting together pictures from fragments even more than kids.

Outdoor activities

Dancing. Girls love to dance at recess, imitating their favorite singers, learning the moves of Britney Spears or Lady Gaga. You can motivate your students to dance during recess by preparing for the upcoming concert, since concerts at school are held often: for Teacher's Day, for March 8, for the last bell, etc.

The game of blind man's buff or cat and mouse, popular among children of the 70s and 80s, has not lost its relevance in the 21st century. Upgrade them. Catching someone blindfolded is a fun and educational activity. The greatest delight among children is the active participation in the game of the teacher in the role of “galore”. Imagine, you and the bell are running away from Marya Ivanovna throughout the school recreation area!

Play with the children, talk, organize, since you came to work at school! Your games and intimate conversations will remain in the memory of your students forever.

Games during recess in primary school

Pilipenko Lyudmila Nikolaevna, teacher at Plodovskaya secondary school, Bakhchisarai district of the Republic of Crimea

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

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

Games are a great way to distract yourself, get into a new mood, or just lift your spirits. After all, as you know, it is always easy to study in a good mood.

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

Green, red, yellow

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

Change of numbers

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

"Burners"

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

Burn, burn clearly

So that it doesn't go out.

Stay at your hem

Look at the field

The trumpeters are going there

Yes, they eat rolls.

Look at the sky:

The stars are burning

The cranes shout:

Gu, gu, I'll run away.

One, two, don't be a crow,

And run like fire!

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

as soon as they run past him.

"Cat and Mouse"

The players stand in two rows facing each other, hold hands, forming a small passage - a hole. There are cats in one row, mice in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat catches the mouse, the players stand in a row. The second pair starts the game. The game continues until the cats catch all the mice.

Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

Russian folk game "Zarnitsa"

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

Zarya-zarnitsa,

Red maiden,

I walked across the field,

Dropped the keys

Golden keys

Blue ribbons,

The rings are entwined,

Let's go get some water!

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

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

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

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

Rules of the game

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

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

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

    The game ends when all children become "gates"

Cones, acorns, nuts

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

Rules of the game

    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.

Claps

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

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

Rules of the game

    The players stand in a circle.

    Each player is assigned a serial number.

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

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

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

    The last two players remaining win

Three, thirteen, thirty

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

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

Rules of the game

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

    Players line up at arm's length

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

    The driver can name the numbers in any order

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

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

Edible - inedible

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

The game requires good reaction and attention.

Damaged phone

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

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

Brook

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

Cat and sparrows

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

Association

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

Find the hidden object

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

How are your things doing?

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

Daily routine

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

How do we dress?

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

Wand, stop!

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

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

Necessary - not necessary

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

Who is this?

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

Crossroads

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

Nimble Pedestrian

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

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

Fishing rod.

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

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

    Those who never touch the rope win.

The third one is extra.

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

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

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

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

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

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

Jumping sparrows.

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

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

    "Cat" catches.

    The caught "sparrow" is in the center.

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

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

Two Frosts

    On opposite sides of the site, at a distance of 10-20 meters, the “home” and “school” lines are marked. Two “frosts” are selected. The rest of the guys are located behind the home line, with two “frosts” standing in the middle.

    "Frosts" address the guys:

- “We are two young brothers, two brave frosts.”

One says: "I am frost - a red nose", the other says - "I am frost - a blue nose." Together they say: “Who will decide to set off on the path for you?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!”

    After these words, the guys run from “home” to “school”. "Frosts" catch them and "freeze". The rest stop and stand motionless. The “frosts” address the children with the same words, and they run back to the “house”, touching the children, “unfreezing” them. "Frosts" are trying to "freeze" the remaining participants. After two runs, a new pair of “frosts” are appointed from those not caught, and those caught are released.

    Repeated 3-4 times. The pair that catches the most guys wins.

Game "Help a Friend"

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

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

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

……………………………………………………………………………..

I wish everyone good health, good luck and success.