Quiet games for children 6 7. Quiet games

Play is one of the most important ways for children to explore the world. This is exactly how the younger generations in all living nature are trained in the game. It allows animals to learn vital skills in a safe manner, their young ones to learn from their elders, and to find their own ways of interacting with the outside world.

Humanity also hasn’t come up with it in millennia the best way learning than games. The complexity of the requirements for modern man has led to a variety of games that help hone a wide variety of skills. More and more of them are those that lead to long-term inactivity in children. This is why outdoor games are so important for children aged 7 to 10 years old indoors.

In children of primary school age, intellectual loads increase sharply, and their lifestyle is fundamentally different from preschool childhood. Regular walks and outdoor activities are being replaced by the need to spend many hours in a sedentary state at school and doing homework. Outdoor games are designed to soften this transition for children, providing the physical activity necessary for health.

Educational and educational games for junior schoolchildren help them master intellectual skills, develop thinking, and learn new things easily and with pleasure. Team games, which are actively mastered by children aged 7–10 years, give them the most important social interaction skills for life. They teach children to achieve their goals and not be afraid of difficulties.

In children preschool age and walks on the street, and in many ways play activity organized by adults. Although the independence of younger schoolchildren is increasing, they still need the help of adults to learn new games and spend their free time more productively. Unlike teenagers, they are ready and willing to take part in adults' participation in organizing games.

Outdoor games


Children 7-10 years old are physically stronger and more resilient than preschoolers. Schoolchildren of this age develop the musculoskeletal and cardiovascular systems, strengthen ligaments, increase lung capacity, and improve coordination of movements. Therefore, children of this age can play with a fairly large physical activity longer time. The games themselves are becoming more complex and varied.

It is optimal for health to conduct outdoor games in the fresh air, but our climate and the need for schoolchildren to spend significant time indoors do not always allow this. Therefore, we will present several outdoor games for children aged 7–10 years, which can be played both outdoors and in a spacious room.

Boys of this age especially benefit from strength training. Such, for example, as tug of war or “Cockfight”.

  • "Cockfight". A fairly spacious circle is drawn with chalk, into which two players stand. They should place their hands behind their back and bend one leg. Jumping on one leg and not helping with their hands, they must try to push the opponent out of the circle. Not only does leaving the circle count as a loss, but also if the player stands on two legs or uses his hands.
  • « Pull your opponent out" Two teams line up in a circle opposite each other. The task of some players is to drag the enemy into the circle, for others it is to pull them out of the circle. This must be done in one to two minutes of individual fights, pulling the opponent’s belt or arms. The one who is defeated in this short duel is eliminated from the game. Several rounds are played and the team with the most players left wins.
  • Girls prefer exercises to develop flexibility, a sense of balance or rhythm. Although boys also willingly take part in them.
  • « Walk under the tape" A rope is stretched at the level of the children's chest. You need to pass under it without hitting it. In a more complicated version, the player must bow back. Then the rope is successively lowered lower and lower until only one player remains.
  • But most outdoor games, which differ from sports by less rigid rules and a more free composition of participants, are aimed at children of different ages, regardless of gender.
  • « Fisherman" Here there is one leader - a “fisherman” with a “net” and a jump rope. He stands in the center. The rest of the participants stand in a circle. The fisherman spins the rope across the floor, trying to hit the players. Their task is to avoid this by jumping up.
  • « Atoms, molecules" Students move randomly until the leader’s command is given. He says a number, such as three or five. The “atoms” players must immediately unite into “molecules” from the named number of participants. Anyone who does not manage to hit the “molecules” is eliminated from the game.

Outdoor games for children. Mom's school.

Physical education lessons for elementary school


Children 7-10 years old are in the active growth phase. Nature has instilled in them the need for active movement, which ensures harmonious physical development developing muscles. And society demands first of all intellectual development, which is only possible with schooling. Physical exercises in physical education cannot provide primary school age students with the required level of stress.

Therefore, in primary school Be sure to conduct physical education during lessons and breaks. They necessarily include exercises for various muscle groups. One of the mandatory recommendations for conducting physical education sessions is to conduct them against the backdrop of a positive attitude among schoolchildren. Outdoor games help ensure this.

Physical education sessions often include exercises using various objects.

  1. « Walk in blind" Several pins are placed in a straight line at an equal and fairly large distance (about 80 cm) from each other. The player must go from the beginning to the end of the track without knocking them down.
  2. « Tell your friend" The children are lined up along the desks, and in each row the skittles are passed from edge to edge to the music. The music is stopped from time to time, and the one who has the pin left at that moment is eliminated from the game.
  3. « Hurry up to grab it" Schoolchildren are placed opposite each other at the greatest possible distance. A chair with skittles is placed in the middle between them. At the signal, a couple of children run to the chair at the same time. The one who grabs the pin wins.

Educational games


Mobile exercises can be combined with didactic and educational purposes. They involve clearer rules compared to ordinary outdoor games and a teaching goal thought out by teachers.

  1. « I believe - I don't believe": For children 7 - 10 years old for development logical thinking. The children stand in a circle, and the driver throws the ball while saying a phrase. The one to whom the presenter throws must say “I believe” and catch it. If he considers the statement to be false, then the ball is not caught and he says “I don’t believe it!” If the reaction was correct, then the players change roles.
  2. « Words". Educational game with a ball to consolidate knowledge for children 7-10 years old. One participant throws the ball and sets a topic, for example, animals. The one who catches the ball names some animal. Then the person who receives the ball throws it to the next student and asks his topic.
  3. « Hiding games": On the development of attention and observation in younger schoolchildren. Children are given time to look carefully at the room. After that, they turn away and close their eyes. One or more presenters hide several medium-sized objects in the room. Then, to the music, the others look for the hidden thing. The winners are those who are the first to find the hidden item. If teams play, the one that finds the most items wins.

Ball games for schoolchildren


Exercises with a ball are one of the most popular among children of all ages. Children begin to play with a ball from preschool years, and by preparatory group they do it quite well already. In children of primary school age, coordination of movements and endurance reach new level, so exercises with it are conducted according to more complex rules. Of course, exercises with the ball can only be carried out in a fairly spacious room without breakable objects.

  1. « Try it, take it away!" Children are divided into two groups. The host throws the ball. One group needs to throw the ball around without letting it fall to the ground. The second part of the children interferes with them in every possible way. The player from the second group who grabbed the ball changes roles with the one who dropped it.
  2. « Grab a treat" Real or toy fruits, nuts or candies are laid out on the table. Children take turns tossing the ball, and before it touches the floor they need to grab something tasty. Students who fail to do this are removed from the game.
  3. « Green and red" Here you will need two medium balls different color, for example, green and red. Children are divided into two teams, each with a captain. The host gives a signal and the captains throw the balls as far as they can. At the second signal, the players each run after their own ball. The first player to bring the ball to the captain scores a point for the team. Then everything is repeated for the next pair of students. Only the captain throws the ball. All actions take place only upon a signal from the leader.

Team games


As you can see, most outdoor games involve team action. Children aged 7–10 years are quite ready for this. But children of this age are still very emotional and cannot always control their behavior. Therefore, game organizers should take into account several rules.

The organization of team games should be especially well thought out, since, unlike simply outdoor games, it includes a powerful element of competition. This makes the game more emotional and can provoke conflicts among schoolchildren when interacting.

It is necessary to ensure that the participants have a good understanding of the rules and the purpose of the game, so as not to create a conflict due to their discrepancies among the opposing teams.

Organizers should try to divide participants into groups of approximately equal strengths and skills.

It is necessary to ensure objective judging, since children are very sensitive to injustice.

Active exercises should alternate with calmer tasks, combining into relay games. Because children of this age may become overtired when exposed to continuous intense movement for more than 15 minutes.

Number of players: unlimited
Additional: no
The driver takes turns asking all the players questions; these can be absolutely any questions, for example: “What did you have for breakfast today?” The answer is always the same: “Grandma’s pantaloons!!!” The one who laughs loses, and the one who laughs also becomes the driver.

Papa is a sleeping bear

Number of players: two (dad and baby)
Additional: no
Does the baby want to play? Does daddy want to lie down? Let's combine these two pleasures.
One day, the big bear and the little bear cub fell asleep together, and the big bear accidentally pressed the little one. The little one woke up and decided to crawl out from under the big one quietly, so as not to wake him up. We will tell this story to the baby and ask him to lie on his tummy on the carpet. Now, carefully, relaxed, like on the beach, lie across, slightly pressing the child to the floor. And "sleep." Let the “little bear” crawl out from under you, sniffling, groaning and giggling. Relieve the pressure, if it is difficult for him, let the task be feasible for him. Result: fun game and physical exercise for the child and a pleasant rest for dad.

Number of players: any
Additional: no
The next driver leaves the room for about five minutes. In the meantime, we'll talk about him a little.
You already guess that we are talking about the ancient game of “rumor” by our grandparents. It usually began with a traditional saying: “I was at the ball, I heard a rumor about you; one says that you...” and so on. The content of the rumor most often consisted of simple compliments expressed by the players to the driver. And then he was asked the question: who made such and such a judgment about you?

Orlyanka - a game for children

Number of players: any
Additionally: coin
This is an ancient gambling game, common in many countries.
The meaning of the game is as follows: they throw a coin of any denomination and the one who guesses which side it lands on wins it.
Since the probability of getting one of the two options is the same, a similar method is sometimes used when you need to make a decision. For example, before the start of a football match, the referee flips a coin and thus determines which half of the field one or another team will start the game on.

Opening cans - a game for children

Number of players: any
Extras: plastic cans, small toys
Gather together several plastic jars with lids. All jars should be small so that a child's small hands can open them. Place a bright or interesting toy in each jar. Close the lids. Give your child each of the cans in turn so that he can open them and take out toys from them.
Your baby will want to return to this game again and again.

61. Competition Crossing

Target: entertainment.

Age: 8-14 years.

Number of participants: 8-30 people.

Material support: absent.

Rules. Several pairs of players are called. The first player in each pair - the “shepherd” - needs to move the second player in the pair - the “cow” - across the bridge. The presenter tells each “cow” three secret words. The “shepherd” persuades the “cow” to go, and if he says one of the secret words, the “cow” goes a third of the way. The “shepherd” who is the first to move his “cow” across the bridge wins.

. For example, the secret words “dear”, “carry”, “hurray” are hidden. The “shepherd’s” persuasion can be as follows:

  • “Dear Burenochka, come with me. An expensive prize awaits us there” (“the cow” is coming).
  • "Hooray! She moved!” (“the cow” is coming).
  • “How much do I have to persuade you! Well, if you want, I’ll carry you in my arms!” (“the cow” reaches the finish line).

To ensure that the competition does not drag on unnecessarily, it is necessary to limit the duration of the competition. If by the end of the agreed time not a single “shepherd” has completed the task, the winner is declared the one whose “cow” has completed the longest.

62. Discus Throwers Competition

Target: entertainment.

Age: 8-14 years.

Number of participants: 3-20 people.

Material support: paper discs (one for each player) are cut out of tracing paper or napkin. Disc diameter - 15-20 cm.

Rules. Each player receives a paper disc. All participants stand on the same line and, at the command of the leader, throw their disc. The player whose disc flies farthest wins.

63. Raffle “Tackers”

Target: entertainment.

Age: 12-17 years.

Number of participants: 3-25 people.

Material support: 3-5 glass or plastic bottles.

Rules. Several bottles are placed on the floor. One of the players is asked to walk between the bottles blindfolded. While the “victim” is blindfolded and pointed in the right direction, the bottles are removed. Amid laughter and advice from the audience, the “victim” weaves along the flat floor.

64. Game (competition) Crocodile 1

Target: entertainment.

Age: 8-17 years.

Number of participants: 2-30 people.

Material support: absent.

Rules. The players are divided into two teams. The first team chooses a concept and shows it in pantomime, without the help of words or sounds. The second team tries, after three attempts, to guess which concept is being shown. Then the teams change roles. The game is played for fun, but you can score points for guessing the words.

Examples and additional material. You can make a wish:

  • individual words;
  • phrases from famous songs and poems;
  • Proverbs and sayings;
  • idioms;
  • fairy tales;
  • famous (real or fictional) people.

65. Tra-ta-ta prank

Target: entertainment.

Age: 12-17 years.

Number of participants: 5-30 people.

Material support: absent.

Rules. Two players are asked to perform a collective pantomime. They can only pronounce the sounds “tra-ta-ta.” The players think that they are portraying one scene, but in fact, each of them is being told their own story.

Examples and additional material. One of the best examples of this game: the first player is asked to pretend to be a man asking a woman to dance. The second player is told that his partner is the driver of the car, because of which he was hospitalized and now cannot walk.

More examples:

  • The first player is a monkey who has escaped from the cage and does not want to come back (his partner is the trainer). The second player is a polite host, inviting the guest into the house (his partner is the guest).
  • The first player (sitting on a chair) is shipwrecked and saved on the wreck of a ship (his partner is the waves that can wash him into the ocean). The second player is a rescuer trying to remove a cat from a tree (chair) (his partner is the cat).
  • The first player is a parent who is trying to feed a naughty child porridge (his partner is the child). The second player is a dentist's visitor who is afraid to open his mouth (his partner is a dentist).

66. Competition Test with a box

Target: Agility training.

Age: 8-17 years.

Number of participants: 1-30 people.

Material support: matchboxes (for each participant).

Rules. The test taker should bend his arm at the elbow and raise his elbow slightly. A matchbox is placed on the elbow, his task is to catch the box with the same hand.

67. Game I see a bear

Target: entertainment.

Age: 8-14 years.

Number of participants: 5-25 people.

Material support: absent.

Rules. All participants stand in a line sideways to each other as closely as possible. The leader (the first in the line) says: “I see Mishka” and points his hand forward. All players must repeat the actions of the leader. Then the presenter again says: “I see Mishka,” squats down and points his hand forward. Players also squat. For the third time, the presenter shouts: “I see Mishka,” points his hand towards his neighbor and pushes him. As a result, the players fall to the ground one after another, and it turns out to be a fun dump.

68. Game Alyonushka, Ivanushka

Target: entertainment.

Age: 8-12 years.

Number of participants: 10-30 people.

Material support: two blindfolds.

Rules. From the participants in the game, “Ivanushka” and “Alyonushka” are selected or appointed. The remaining players stand in a circle. “Ivanushka” and “Alyonushka” run blindfolded in the center of the circle. The goal of “Ivanushka” is to catch “Alyonushka”. Some of the participants who make up the circle (for example, all the girls) help “Alyonushka” with advice, the other part (boys) help “Ivanushka”. If “Ivanushka” catches “Alyonushka”, they change roles. Then new “Ivanushka” and “Alyonushka” are selected.

69. Game Where-where

Target: development of reaction speed.

Age: 8-14 years.

Number of participants: 10-25 people.

Material support: absent.

Rules. Each player receives his own number. Numbers must not be repeated. All players stand in a circle in random order. The driver is in the center of the circle. He names any two player numbers. The players whose numbers were named by the driver must change places. Target the driver - have time to take the place of one of the players. If he succeeds, the player remaining in the circle becomes the driver.

70. Game Santa-candy wrappers

Target: entertainment.

Age: 8-14 years.

Number of participants: 10-25 people.

Material support: absent.

Rules. The driver leaves the room for a while. A “santik” is selected from among the other players, and all participants stand in a circle. When the driver returns, the “santik” begins to show various movements, and the rest of the players repeat after him. Target The driver is to guess which of the players is the “santik”. If he manages to do this after two attempts, the “santik” becomes the driver; if not, the driver leaves the room again, and the players choose another “santik”.

Beast unknown to science

This game will unite children by creating a common work of art. Although, of course, this is said loudly in relation to the picture that is obtained by the end of the game.

Take several sheets of paper in advance and fold each one several times, like an accordion, then unfold it again. Give a piece of paper with fold marks visible to all children sitting in a circle. Have each player start drawing the head of an animal at the top. This must be done in such a way that others do not see or know what the child is planning to depict. Having drawn the head on the upper part, you need to draw a line for the neck, going slightly beyond the fold line, fold the piece of paper and pass the drawing to the neighbor on the right. He, seeing only two lines indicating the end of the neck, continues to draw the body of the animal (which one he chooses himself), having reached the next fold line, he draws a contour line behind it, bends the piece of paper and passes it on again. So, depending on the number of fold lines you make, the design goes through the hands of three or four artists. The latter finishes drawing the feet (paws, claws, etc.). After this, the drawings are handed over to the leading adult, who unfolds them and shows the guests what they have created. Usually the result is a strange animal unknown to science.

Note. With such drawings you can decorate the room where the celebration is taking place.

Gift tree

Ask the guys if they know where the gifts come from. Where did they get the gifts for the birthday boy (if you are celebrating your child's birthday)? Of course, you will hear plausible explanations from kids and humorous ones from older children. And then you can tell them your version: they say, you don’t know where, but your souvenirs for guests grow on a tree. Don't believe me? Come on, let's show you!

Now feel free to lead the guys into the room where you hung various surprises on strings on a spreading branch attached to the closet. These can be ballpoint pens, small notebooks, chocolates, stickers, decorations - in a word, any pleasant little thing, the weight of which will be supported by the branch you have chosen.

Explain to the children that wood can only be used in a special way, so that the gift is always a surprise, a surprise. Therefore, now all the children will be blindfolded in turn, spun in place, and then given scissors, with which they will go to the generous plant and cut themselves some kind of gift

Note. With older kids, you can add some excitement to this game by hanging inflated Balloons. Then, from time to time, players will accidentally burst the balls with scissors (this usually causes fear and joy at the same time).

Ha ha ha

This game is notable for the fact that it has simple rules and lifts the spirits of all those who play it, those who have already lost, and those who are simply watching it all.

Have the children sit in a circle. One of them will say the word “Ha!” with the most serious look. The player sitting to his right must say this twice already (“Ha-ha”), the person next to him on the right - three times (“Ha-ha-ha”) and so on, each time adding one extra “ha” " Anyone who cannot bear a serious face and laughs or smiles openly leaves the game. He moves outside the circle and gets the opportunity to make faces and grimace, amusing the players and thereby complicating their task. If there are winners in this game - those who were able to pronounce “ha” the longest without a shadow of a smile, and without making a mistake among them, deserve a reward - prepare some funny souvenirs for such an occasion.

Note. This game, although it seems very childish, is precisely why it can be enjoyed by teenagers. It will be funny for them that they, who are already adults and serious, say “ha” with the most ridiculous look, although for some time they can stay on a serious note, demonstrating their lack of involvement in all this tomfoolery.

Deceivers

Of course, it's not good to lie. But for general joy and also for the development of attention, it’s possible.

Children need to sit in a circle. One child will start the game: he will point to any part of his body and call it another part. For example, he will show his elbow and say, “This is my right ear.” The next player must show what is named, that is, the right ear, but say something else, for example, that this is the forehead. Then the next player will show his forehead, etc. Those who got caught (that is, believed the deceiver and showed not what he said, but what he demonstrated) leave the game. Thus, the most attentive players remain, who can then be awarded a comic prize, for example, a boy - a medal with the inscription “Best Cheater of the Year”, and a girl - powder (with the hint that she was great at “fooling the brains” of those around her, without getting caught herself). to their tricks!).

Note. To prevent children who drop out of the game from being offended or acting naughty, you can leave them in the game, but hand them some objects that symbolize their gullibility, such as floats (indicating that they have fallen for the deceiver’s hook). The one who does not receive a single such badge - the winner - in this case can be given a symbolic fishing rod (made from a strong branch with a fishing line and a hook tied to it). By the way, if you see that there may be two winners, stop the game before one of them gets caught. Then children will be able to use two gift fishing rods in the game “Sweet Catch”, and the course of the holiday will be more logical and organized.

Massive games for children indoors

As already mentioned, you shouldn’t get carried away with competitions during the holiday, but if these are team competitions, the essence of which is not winning, but having fun participating, then it’s a different matter! Below you will find a description of such team games and entertainment for two groups of children.

Sometimes dividing children into two teams turns out to be a difficult task, as adults encounter whims (“I want to be with Sasha”) or tactless remarks (“I don’t want to be with this Petka”). To initially avoid such strife, use the following game method of dividing children into groups.

Picture made from pieces

Depending on the situation and age of the children, you can start the game right away or after telling them the legend.

“A long time ago, in the same kingdom, there lived friendly people who got along well with each other. Together they created wonderful things: paintings, stories, household utensils. Everything worked out for them, because they understood each other from half a word and half a glance and took care of each other. But one day an evil wizard was jealous of their harmony and, when people were painting a picture, he cast a spell, causing their creation to shatter into pieces and, along with these pieces, people scattered around the world. Those who once lived in perfect harmony now do not recognize each other and live separately. But if you put the picture together again, then maybe a miracle will happen, and everyone who contributed their piece to it will be able to find care and understanding from the other creators of the picture - they will become one friendly team.”

Invite the children to check if this is really true? Have each of them come up to you and take one piece of the card, white side up (prepare two cards in advance and cut them so that the total number of pieces is equal to the number of invitees, including your own children). When each guest has a piece of the postcard in their hands, announce the conditions of the game: now you will say a magic phrase (for example: “Look for yours!”) and the children will begin to move around the room, showing each other the pieces. If they realize that they have parts of one postcard, then they unite and together look for the remaining parts.

Note. Thus, by the end of the game you will naturally form two teams, each of which collected the entire picture and showed the results to the rest of those present. Take advantage of the spirit of unity that arose during this task and announce to the teams that the tests of the strength of the spell will continue in the following relay races, where they will be one team.

Firefighter school

During this game, children will learn which team members are faster and more collected (literally and figuratively). Invite them to participate in the speed-of-dressing training that takes place during firefighter training (after all, a good firefighter should be able to get dressed in a short period while a match is burning!). Of course, such a workout at a children's party would be a joke.

Place a set of clothes in front of each team, for example a hat, jacket, trousers, boots. The first players of the two teams must approach these piles of things and, having figured out what’s what, put it all on themselves as quickly as possible. When dressing is finished, the player must spread his arms to the sides, and his team should support him with the exclamation “Beauty!” After this, he must quickly undress, and the next player on the team must repeat all these actions. The winner will be the team whose members are able to “dress up” and take off their “working clothes” faster, that is, finish the training first.

Note. To keep the emphasis of this game on fun rather than competition, prepare the most ridiculous clothes you can find. A moth-eaten earflap hat, a pink children's Panama hat, or grandma's old jacket, and dad’s hunting boots combined with wide beach shorts (the main thing is that all this should be large for the convenience of the players). When festively dressed children pull all this on themselves, it will be impossible not to laugh. Don’t waste time and film the “mummers” on a video camera or camera - such pictures will capture the height of the fun and the memories of the holiday will acquire their own unique flavor.

North Pole

This game is similar to the previous one, but requires quick reaction and organization not of each individual, but of all players at once, that is, success in it is influenced by team cohesion.

Find out who in each team is the most curious and not afraid of any challenge. Once two daredevils have been selected, explain to the teams what they will be doing. And they will be busy preparing their curious comrade for the North Pole. As you know, this place is not hot, and they have only five minutes to get ready. Therefore, the task of each team during this time is to have time to put on as many items of clothing as possible on the would-be explorer. Where can I get it? For such a case, you will have to “give away your last shirt,” that is, take off some items of clothing from yourself.

The team that can dress their hero “warmer” will win (and it doesn’t matter if they decided to prepare him for the cold test by wearing an extra tie).

Note. It is better to play one such game so that the children do not have time to get used to it. However, if the previous game caused a lot of emotions in the children and they demand a continuation (“Let’s play this game again!”), then after several more games you can still send the teams to the North Pole again.

Hands up!

This team game can be played right at the table. Have members of one team sit on one side of the table and members of the other team sit on the opposite side. Give the end player of one of the teams a coin. He must pass it under the table to the next player on his team and so on down the chain. At this time, the commander of the other team (children can take turns playing this role) counts to ten. He can do this loudly or in a whisper, evenly or either speeding up or slowing down the count. As soon as he says “ten”, he can command: “Hands up!” Then all players, including the one who has the coin, must raise their clenched fists up. Then the commander gives the command “Hands down!”, and the players place their hands on the table, opening their palms. Naturally, the temporary owner of the coin tries to do this in such a way as to cover it with his palm. All this time, players of the opposing team carefully watch their opponents' hands, trying to guess who has the coin. After completing two commands, they confer and name the player who, in their opinion, keeps the coin. If their guesses are correct, then the coin goes into their piggy bank as a reward for their attention. If they make a mistake, the coin remains on the same team as a reward for sleight of hand.

Note. If there are not so many guests, then you can play another version of this game, when everyone present passes the coin, except for the driver - the commander. He alone is trying to determine the owner of the coin. By the way, this game serves both to entertain children and to develop attention and the ability to subordinate one’s behavior to rules.

Freight train

While the previous game required sleight of hand, players will now need sleight of foot!

Let the members of one team sit in a row on the sofa or on chairs, the second team will also sit opposite. On the side of each team, make a pile of the same number of items (it’s best to take Stuffed Toys- small or medium size).

At the command “Start!” the guys of one team must start passing toys to each other until they reach the last player - the “last carriage”, who will begin to put them next to him. Does the task seem simple? But there is one “but” here. You can only use your feet. If something slips out when passing from foot to foot, then it should be picked up
So that the bridge does not collapse down,
Let's take brick and mortar for construction,
My fair miss.

Centipede

Playing with tied feet brings not only joy to children, but also a sense of cohesion. Therefore, you can safely offer them, for example, such a task.

Divide the guys into two teams and give each a rope about fifty centimeters long. With them, members of one team must tie their legs (at the ankles) with a comrade standing next to them. This way, you won’t end up with a bunch of scattered kids, but two centipedes (which is much easier to manage!).

Now have both centipedes stand at the starting line. Now they will compete in the dexterity of their legs! You can start with a simple task: have them try to reach the finish line as quickly as possible.

Then the task can be complicated.

For example, in the middle of their path, place a small obstacle that the children must take turns carefully overcoming, remembering their “neighbor.” Or you can change the trajectory of movement by placing limiters that you have to go around. If the children want to show aerobatics, you can even require them to pass the toy from the first to the last team member as they move.

Note. It is better not to get carried away with complicating the rules when playing this game with young children (up to six years old), since their motor regulation, as well as their ability to jointly organized activities, is still far from perfect and they will fall more than they move forward.

GAMES WITH WORDS

What's in the package?

Take an opaque bag (or box) and put in it all sorts of items (and products) that begin with the same letter. For example, on “k”: a book, paints, an envelope, a calendar, quiche-mish (seedless raisins) in a bag, confetti, candy, caramel, potatoes, kalach, button, cassette, cactus, cracker, etc.; or on “a”: album, orange, peanuts, string bag, fountain pen, first aid kit, atlas, etc.

Invite your guests to guess what's in the package. And don’t forget to say that all the prizes start with the same letter: “k”, for example. Whoever guesses correctly receives the specified prize.

Participants are allowed to ask clarifying questions, but no more than three each. For example, such as: “Is this edible?”, “Does this grow on a tree?”, “Can this be sewn on?”, “Is this not a decoration?”

Palindrome

Translated from Greek language the word means “turn over.” The words “Cossack”, “hut”, “cook” can be read in any way: from left to right, and from right to left.

You can come up with a lot of such words: Anna, lump, Bob, Alla... And not only words, but also entire phrases!

“And the rose fell on Azor’s paw” and “Argentina beckons the Negro” are classics. Composing palindromes yourself is an interesting game.

Phrases competition

Participants in the game choose a letter and after 10 minutes they must form more or less coherent phrases from five, six, seven, and so on, as they themselves agree, starting with the intended letter.

Throwing around words

More precisely, in this game syllables are thrown around. The players sit down at a table (which must be empty) or in a circle and throw some soft and light thing to each other (but not a heavy object or ball!). The thrower pronounces a syllable, and the catcher adds and completes the word.

For example: “Ve...”, “nik” (or – “nok”, “Ra”, “lo-si-ped” and so on).

The one who named the word throws the thing to the next one, pronouncing a syllable... The initial syllables should not be repeated! Those who answered incorrectly or delayed in answering leave the game.

Body

This game is old. Everyone sits down at the table, puts a basket on it, and the presenter says to the neighbor at the table: “Here’s a basket for you, put what you have in it - ok, if you say anything, you’ll give the deposit.” The neighbor, and after him everyone else, take turns calling words that start with - ok: “I’ll put a ball in the box”, “And I’m a scarf”, “I’m a castle” and others. Whoever says something or doesn’t find anything to say puts a deposit in the basket - a scarf, a pencil, a badge, and so on. At the end of the game, the basket is covered with something and one person takes out pledge after pledge with the words: “Whose pledge is taken out, what should he do?” Everyone is given a ransom - to jump around the room, sing a song, ask a riddle...

Who is bigger

There can be several players.

Take a word, preferably not a very short one. For example, "coffee maker". Everyone writes this word on their own piece of paper. The game begins: you need to come up with new words from the letters that make up the “coffee maker”. Whoever collects the most in a certain time (10–15 minutes) wins. These must be common nouns (not names or place names).

Let's start! “Coffee”, “cooking”, “headlight”, “bark”, “var”, “thief”...

At first things will go quickly, and then you will begin to think longer and longer. This game needs a system!

At the top of your sheet of paper, at some distance from each other, arrange the letters from the “coffee maker” in alphabetical order: “a” (don’t forget that there are two of them), “b”, “e”, “k” (there are also two of them), “o” ", "r", "f". Thus, each letter will have its own graph.

Now it will be much easier to play.

About birds

And now it’s a game of attention, okay? I will only name birds, but if you hear that something other than birds has appeared, let me know.

You can stomp and clap.
The birds have arrived:
Pigeons, tits,
Flies and swifts...

(Children stomp.)

What is wrong? (Children: “Flies!”)

And who are the flies? (Children: “Insects!”)

The birds have arrived:
Pigeons, tits,
Storks, crows,
Jackdaws, pasta.

(Children stomp.)

Now who's stopping? ("Pasta")

The birds have arrived:
Pigeons, martens...

(If they don’t pay attention to the martens, explain that they are not birds.)

The birds have arrived:
Pigeons, tits,
Lapwings, siskins,
Jackdaws and swifts,
Mosquitoes, cuckoos...

(Children stomp. The question is repeated. Answer: “Mosquitoes!”)

And finally -

The birds have arrived:
Pigeons, tits,
Jackdaws and swifts,
Lapwings, siskins,
Storks, cuckoos,
even Scops Owls,
swans and ducks -
and thanks for the joke!
* * *

You can invite young children to repeat the movements while listening to music, gradually accelerating the tempo:

Everyone clapped their hands
Friendly, more fun.
Feet, feet knocking
Louder and faster.
Beaten on the knees
Hush, hush, hush.
Handles, hands up
Higher, higher, higher!
Spun, spun
And they stopped!

If you have fun, do it

The movements are repeated after the leader. Before each movement it is repeated: “If you have fun, do this.”

Movements can be like this:

– two clapping hands in front of the chest;

– two finger clicks;

– two punches to the chest (like King Kong);

– two swings with outstretched fingers, when the hands are put to the nose (gesture “Pinocchio’s nose”);

– two pulls on your own ears with your hands;

– two tongue protrusions with a head turn (to the neighbor on the right and on the left);

– two finger twists at the temple;

- two slaps with both palms on your own bottom.

The game ends with the last performance of the song, after the words “do this,” all movements are repeated at once.

Count to 30

Participants in the game must count in order from 1 to 30. Each number is named by any of the participants. However, if two (or more) participants call the same number at the same time, the count starts over. Conversations and any non-verbal communication between players are prohibited.

Game example:

1st participant: “One”

2nd participant: “Two, three”

3rd participant: “Four”

1st participant: “Five”

4th participant: “Six, seven, eight”

2nd and 3rd participants (simultaneously): “Nine.”

Due to the fact that two participants named the same number at the same time, the counting starts again.

3rd participant: “One”, etc.

To really achieve the game goal, suggest first counting to 10 (a difficult task).

DAMAGED FAX

Participants sit in a row one after another. The last participant draws a picture on the back of the person sitting in front of him. The player who receives the message must repeat it as accurately as possible on the back of the person sitting in front. The first player in the row, having received the message, draws it on paper. After this, the drawings of the first and last players are compared and it is revealed which participants in the game the fax failed on. Before the next round, all players must change places.

Can be used as drawings geometric figures, letters and small words, various symbols (dollar icon, euro, ampersand, copyright).

It is advisable to start the game with simple geometric pictures. To make the game more dynamic, you can prepare drawings for transmission in advance, secretly from the participants in the game.

You can play a team version of the game - all participants are divided into teams of 5-8 people and simultaneously pass on the drawing. The winning team is the one whose resulting drawing is closest to the original one.

CANDY

Participants sit at a table. A driver is selected from among them. Players pass candy to each other under the table. The driver's task is to catch one of the players passing the candy. The one who is caught becomes the new driver.

Usually the person sitting opposite the driver starts the game.

I SEE A teddy bear

All participants stand in a line sideways to each other, as close as possible. The leader (the first in the line) says: “I see a bear” and points his hand forward. All players must repeat the actions of the leader. Then the presenter again says: “I see a bear,” squats down and points his hand forward. The players also squat down. For the third time, the presenter shouts: “I see a bear,” points his hand towards his neighbor and pushes him. As a result, the players fall to the ground one after another and it turns out to be a fun dump.

If there are people familiar with the game among the participants, they should be placed between other players so that they increase the “pushing impulse”.

TREE MAN

The driver turns away, and the rest of the players make a wish for one of those present (you can make a wish for the driver himself). The driver's goal is to guess who the players have guessed in three attempts. To do this, the driver asks the players questions about the association of the hidden person with various objects and phenomena. For each question, players report their associations. The driver can express his guesses at any time. If he guesses right, another driver is chosen, if he exhausts all attempts without guessing the person, he becomes the driver again.

Examples of questions that the driver may ask:

– If this man were a tree, what kind of tree would it be?

– What piece of furniture would it be?

– What clothes?

– What color?

– What fruit?

– Which country?

- What feeling?

- What month?

– What game?

WHO IS THIS?

Take each a piece of paper and draw a head on top - a person, an animal, a bird. Fold the sheet so that what you drew is not visible - only the tip of the neck, and give the drawing to your neighbor. Each participant in the game ended up with a new sheet of paper with an image that he had not seen. Everyone draws the upper part of the body, again “hides” the drawing and passes it to a neighbor so that they can complete the limbs on the new piece of paper they receive. Now unfold all the drawings and see what creatures are depicted on them.

TELEPHONIST COMPETITION

Two groups of 10–12 people playing are seated in two parallel rows. The leader selects a difficult-to-pronounce tongue twister and communicates it (in confidence) to the first person in each team. At the leader’s signal, the first in the row begins to pass it to the ear of the second, the second to the third, and so on until the last. The latter, having received the “telephone message,” must stand up and pronounce the tongue twister loudly and clearly. The winner is the team that quickly transmits the tongue twister along the chain and whose representative pronounces it more accurately and better.

Tongue Twisters:

- Tell me about the purchase. – Which purchase? - About the purchase, about the purchase, about your purchase.

- Forty forty ate the cheese with a beautiful red crust, forty forty quickly flew in and sat down under the hill.

– Praskovya exchanged crucian carp for three pairs of purebred piglets, the piglets ran through the dew, the piglets caught a cold, but not all.

“I reported, but didn’t complete the report, but started to complete the report and then reported.”

- Our chebotar is a chebotar to all the chebotars, no one can outdo our chebotar.

BROKEN PHONE

Everyone sits in a row. The one on the far left whispers something in his neighbor’s ear, who lasts longer. The one on the far right says out loud what came to him. The one who started tells what exactly he wanted to convey. Sometimes the distortions can be very funny. After each “call” you need to change seats so that everyone can be at the ends of the “wire”.

QUESTION FOR YOUR NEIGHBOR

Everyone sits in a circle, the leader is in the center. He approaches any player and asks a question, for example: “What is your name?”, “Where do you live?” etc. But it is not the one who is asked who must answer, but his neighbor on the left. If the one whom the presenter asked answers, he must give the forfeit. After the game, forfeits are played out.

MATRYOSHKA

There are two sundresses and two scarves on the chair. Whoever puts on a sundress and ties a scarf faster is the winner.

HOSTESSES

Two dolls are lying in beds. Two participants in the game must wake up the dolls, do exercises with them, wash them, brush their teeth, comb their hair, make the bed, dress them, feed them, walk with the doll, play with it, wash its hands, feed it, wash it, undress it, put it to bed and sing lullaby song The one who does it faster and better wins.

CINDERELLA

Mix on the table a pile of peas, beans, lentils, dried rowan berries, viburnum - whatever you have on hand: 3-4 different types, not more. You have to sort everything into homogeneous piles - blindfolded. The winner is the one who, within a certain time (it is set in advance), will disassemble larger number grains and berries. If something ends up in the wrong pile, two grains or berries are taken out of it as a fine.

WIND THE CORD

A knot is tied in the middle of the cord, and strings are attached to the ends. a simple pencil. You need to wind your part of the cord around the pencil. Whoever gets to the knot faster is the winner. Instead of a cord, you can take a thick thread.

ELEPHANT

The hostess offers each team a sheet of paper, on which they collectively draw an elephant, with their eyes closed: one draws the body, the other closes his eyes and draws the head, the third legs, etc. Whoever draws something similar faster and faster gets another point.

ZOMBIE

Two from each team come out and stand side by side: hand in hand. In pairs, touching hands are tied, and with free hands, that is, one of the participants with the left hand and the other with the right hand, must wrap the package prepared in advance, tie it with a ribbon and tie it with a bow. Whose pair is ahead gets a point.

SELF-PORTRAIT

There are two slits for hands on a piece of whatman paper. Participants take each sheet of paper, put their hands through the slots, and draw a portrait with a brush without looking. Whoever has the most successful “masterpiece” takes the prize.

Merry Monkeys

The presenter says the words: “We are funny monkeys, we play too loud. We clap our hands, we stomp our feet, we puff out our cheeks, we jump on our toes and we even show each other our tongues. Let's jump together to the ceiling, bring our finger to our temple. Let's stick out the ears and the tail on the top of the head. We'll open our mouths wider and make grimaces. When I say the number 3, everyone freezes with grimaces.” The players repeat everything after the leader.

Dwarfs and giants

Game of attention

The players stand in a circle. The presenter explains that if he says “dwarfs,” everyone must squat down, and if he says “giants,” everyone must stand up. Whoever makes a mistake leaves the game. The presenter may intentionally give incorrect commands, for example: “Potato! Rope! Pockets! Ve-derko! The winner is the last player remaining.

AND I!

Game of attention

Rules of the game: the presenter tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “and I” if the action mentioned in the story can be performed by a person, or remain silent if the action is not suitable. For example, the presenter says:

- One day I went into the forest...

All: “Me too!”

I see a squirrel sitting on a tree...

The squirrel sits and gnaws nuts...

– She saw me and let’s throw nuts at me...

- I ran away from her...

- I went the other way...

– I’m walking through the forest, picking flowers...

- I sing songs...

- I see the little goat is nibbling grass...

- As soon as I whistle...

- The kid got scared and ran away...

There are no winners in this game: the main thing is a cheerful mood.

PUZZLES

This game can be played by three to six children. Find any pictures with lots of detail or postcards, each in duplicate. Cut one copy of each picture into squares. Glue the squares onto cardboard and put them in a box. The game is led by an adult. He shows the kids whole pictures and asks everyone to choose a picture that they will collect. Then he puts the pictures aside. The presenter takes the squares out of the box and shows them to the players, asking whose fragment it is. The child who chose exactly this picture, part of which is shown by the presenter, takes the square for himself. The player who collects his picture the fastest wins.

FIND THING

One of the players makes a wish for some object that is certainly in the room, and the rest try to guess what kind of object it is. They ask the player who thought of the item leading questions to which he can only answer “yes” and “no.” You need to ask questions correctly, for example: “Is it big?”, “Is it standing in the corner?” etc. Gradually the children guess this object.