Fair in the camp scenario for the money of desire. Station game "fair". "Fight - Gel - Show"

In the summer, many children spend time in school camps. In order to organize interesting leisure time for children, it is necessary to think over the program in advance. You can prepare games and contests for school camp. Moreover, such events are not only entertainment, they can also carry an educational function.

Intellectual games and competitions for children of the camp

Play methods are very effective in teaching. Various games can be used to repeat some material, for quick wits. Several interesting

  1. Little chefs. The guys need to be divided into two teams. Some are given the task to cook soup, and others - compote. That is, one team must name vegetables, the other fruits, they do it in turn. Whoever stops first will lose.
  2. The words. This option is suitable for rainy weather, when you need to organize indoor activities. Children take a leaf, a pen, they are offered a long word, from which many short ones are to be distinguished. Whoever can write out more words wins.
  3. Who counts better? Children are divided into teams of 8 people, and each of them has numbers from 1 to 8 in a scatter on their backs. But at the same time, the participants do not know their numbers, but see only the number on the back of the one who is in front. You need to be smart and line up in order.

Creative and sports games and competitions in the school camp

It is known that development should be comprehensive. Therefore, you can offer the guys the following contests:

  1. Push-push. The guys need to be divided into teams. They must run up to 30 m and back. But the peculiarity is that two participants will run from the team at once and they do this, pressing their backs to each other, and holding hands.
  2. A staged song. Each team must prepare a performance for a song. Then you can hold a competition for such musical performances.

You can think of a lot of games, quizzes and contests for children in the summer camp, you just need to show your imagination and take into account the age and interests of the children.

It is difficult to imagine the life of children without a game. In recreation camps, play is the main thing that children remember. Game programs are a model that allows children to be entertained not only on fine days, but also in the rain. The game can (and should) be split over several days. Even the most interesting game should know when to stop. Kids can be occupied with playing for no more than an hour, older children - no more than two hours.

The organizer must remember that the game does not like impromptu.

After all, leading the game, the host-entertainer must be able to ask a leading question in time, explain something, tell an entertaining story related to a particular science.

Props play an important role in any program. It should be bright and colorful.

Competition games are always going on successfully. They are interesting for both players and fans.

Children enjoy playing music games, confusion games, riddles ...

These games help the entertainer "warm up" the audience, so that later they can start the game program. They are needed to fill the pauses.

The game must not be dragged out, it must be finished at a time when interest in it has not yet disappeared.

Games

Relay game "Running with potatoes"

Its participants pass each other not a baton, but a potato, and while running they hold it not in their hand, but in a spoon.

You can only run with a potato, and if it falls, you can pick it up not with your hand, but only with a spoon, and only then continue running.

Each team consists of 8-10 people. They line up in front of the starting line. The first number in outstretched hand holds a spoon in which there is a potato. The distance of the race is 30-40 meters in both directions. At the signal, the run begins. Having reached the finish line, which is indicated by a flag or any other mark, the player comes back and passes the baton - a spoon with potatoes - to the next player of his team.

Relay game "Vodonosy"

In this game, the role of the baton is played by a small bucket filled with water. The bucket can be replaced with any other utensil. It is important that the teams that play together have exactly the same vessels.

So, each team has the same vessels, filled to the brim with water. The first number of the team starts running at the signal with a bucket in hand. He reaches the finish line, comes back and hands the bucket to the second number. The players' task is not only to cover the distance faster, but also not to splash water in the bucket.

The distance of the race is no more than 40-50 meters.

Both on the street and indoors they enjoy playing the game "Water Carriers", where teams from a full vessel at the start carry water with spoons into an empty vessel at the finish. Then the amount of water is measured.

If the water is tinted, then in a transparent container it will be clearly visible which team did the best with the task.

Game "Frogs"

It can be carried out in any yard where there is a playground or path 10-15 meters long. All participants in the game line up at the start. At the signal of the captain, whom the children choose themselves, they simultaneously squat, put their hands on their hips and start jumping, imitating frogs, to the finish line. The guys try to make the longest jumps, overtake the opponent. The winner is the one who jumps to the finish line before everyone else.

Fishing rod game

Any jump rope or rope about two meters long is useful for this game. A bag of sand or other weight is tied to one end of the rope. The length of the rope determines the number of guys that can be covered in the game - the longer it is, the larger the circle that the players form. But even a very long rope is not suitable, it should be no more than three meters.

One of the players is a fisherman. He is chosen by lot or with the help of a rhyme. The fisherman stands in the center of the circle, he spins his rope at a height of no more than 20-30 centimeters from the ground.

Players standing in a circle must jump at the moment the rope approaches, pass the bag under their feet or step back, passing the bag in front of them. But you can only bounce back in one game once. Whoever has done so more is eliminated from the game. And the fisherman can also be cunning, he then stops his fishing rod, then leads it in the other direction.

The one whom the fisherman touched with the bag is caught, he is out of the circle. The last three players who managed to hold out the longest in the game are considered the winners.

The game has such a mandatory rule: until the end of the game, each player must remain at the place where he started the game, each player can mark his place with chalk, i.e. no matter how many players play, the circle does not narrow.

The shuttle game

This game teaches children to jump from a place.

The players are divided into two equal teams and face one another. A starting line is marked on the court between the teams.

The first player from one team from the marked place jumps as far as possible towards the opposing team. His jump is marked with a dash.

The first player of the other team stands at this marked place and jumps in the opposite direction, trying to jump over the initial line, that is, to make the jump longer than the opponent's jump. The length of his jump is marked again, and now the second player of the first team jumps from this mark towards the second team. Etc. There is a competition in which the players of one team jump to the side of the second, and the players of the second - back to the side of the first.

The team with the longest jumps is awarded the victory.

Game "Storks"

This game was invented in Moldova. The game combines different jumps - on one and on two legs.

Two teams compete, jumping from the start line to the finish line. They jump, pushing off with both feet or one, at the discretion of the players' advice. Often the jumps alternate: five jumps on one leg, five on two, etc.

The jumping distance is 20-30 meters. Whoever jumps to the finish line first and makes no mistakes is the winner. If a mistake is made at a distance, then the game can be continued only from the place where the player made this mistake.

This game can also be played as a relay. Then the teams are already competing in the game. Distance from start to finish is 10 meters.

The first in the team jumps in the agreed order (on two or one legs, or alternating jumps), jumps to the finish line, comes back, touches the next player of his team with his hand. Only after that the next player can start his distance (jumping towards the flag at the finish line).

The first team to complete the task wins. The one who stumbled, made a mistake, can either continue jumping, or withdraw from the race. Then the team is credited with 30 seconds of penalty time.

Game "Lame Crow"

One-legged jumping game. Two teams are playing. One team is white crows, the other is black. The players of both teams are calculated on serial numbers and line up in two lines, one against the other at a distance of 10-12 meters: the players of both teams alternate in one line in such a way that they are diagonally opposite each other, i.e. in one line are: white crow, black, white, black. And in the line opposite the first number is already a black crow, then a white one, etc. It turns out that there are even numbers of one team in the line and, after one, all the odd numbers of the other team.

The referee gives the first players sashes of different colors, but the same length. The referee's signal sounds. The first numbers of the teams quickly bandage the left leg, which they bent at the knee, with a sash and, without wasting a second, begin to overcome their distance, jumping on one leg to the number "2" of their team, which is in a line opposite diagonally. Having untied the sash, the player gives it to the player number "2" of his team and takes his place. The second player does the same as the first team number, but already jumps to the number "3" of his team, and so on. Jumping opponents cross diagonally.

The task of the players is clearly, without wasting time, to tie, and then untie the sash, pass it to their player, quickly and deftly jump at a distance, without losing direction and trying not to collide with an opponent. The team that finishes the jumps earlier, comes to the finish line, wins.

The game "Russian squatting"

This game is collective. The participants are divided into groups of 5-6 people. They are built in columns, in the back of each other's heads.

Exercises for a funny squat are performed to music. Where there is no musical accompaniment, you can play the game to the account.

Initially, all groups squat down and place their hands on the shoulders of the player in front. Before starting the game, you need to say which foot the game starts with.

Starting position - everyone squatted down.

On the "one" count - throw your right leg forward.

On the count of "two" - to return to the starting position.

On the count of "three" - jump upwards, pushing off with both feet.

On the count of four — squat down.

On the count of five - bring your left leg forward.

On the count of "six" - take the starting position.

On the count of "seven" - jump up, pushing off with both feet.

On the count of "eight" - squat down again.

The winner is the team that did not make mistakes and managed to hold out the team longer than others in such a charge.

Game "Rebane"

Rebane is an Estonian folk game. "Rebane" means "Chanterelle" in translation.

The participants in the game form a three: two boys and one girl, or vice versa - two girls, one boy. Two catchers and one chanterelle or foxes. In the hands of the catchers, a scarf or rope 3-4 meters long. Catchers tie the scarf with a loop and, holding it, form a ring. The task of the catchers is to lure the fox into the ring, the task of the fox is to slip through the ring before the catchers tighten it. Catching a fox in a ring by tightening a scarf is not easy. Usually a nimble fox deftly avoids hunters. But hunters must also be dexterous hunters. At folk festivals in Estonia, 8-10 triplets are played at the same time, and the game enjoys great success.

If there are many participants, the game can be given the character of a sports competition. Having slipped through the ring three times, the fox is considered the winner. It is enough for catchers to catch the fox once.

The second round involves the winners - the best hunters and more agile foxes. And so on until the end, until the most dexterous fox and the most dexterous hunters emerge.

The game "Flies!"

This game can be played between games and jumps.

Everyone stands in a circle, and one of the participants, chosen by lot or counting, enters the center of the circle and conducts a competition for attention.

- The falcon is flying ... - he says and raises his right hand up.

All the guys also raise their hand after him and repeat the words:

- The eagle is flying!

And everyone repeats after him:

- The raven is flying! .. The starling is flying! .. The dove is flying! .. The owl is flying! ..

All obediently repeat after him and raise their hand behind the one standing in the center.

- The sheep is flying! .. - The driver raises his hand, and whoever followed the driver's example and said that the sheep fly, is out of the game.

Each time, fewer and fewer participants remain in the circle.

When half of the participants are eliminated, the remaining players complete a lap of honor and move on to another game.

The game "Fingerboard"

The players stand in a circle and hold in their hands a rope, the ends of which are tied. A ring and a ring are strung on a rope.

In the center of the circle is the driver. He must intercept the ring, for which, on his order, the player in the circle must raise his right or left hand. If the ring is found, then the driver changes places with the one who could not quietly send the ring further around the circle.

In this game, you can also determine the time to search for the ring, and the most dexterous ones can establish a comic prize.

Game "Kolobok"

"Kolobok" is an outdoor ball game. All participants form a circle, open to outstretched arms. In the center of the circle is the driver. You need a ball to play; it can be small or large.

Before the start of the game, the teams line up at the start line. The ball is in the hands of the first players. At the referee's whistle, the race begins. The game is played from the start line to the finish line, on which two flags are fixed.

So, at the signal, the first numbers of the players, hitting the ball with bounces on the ground, lead it with one hand to the flag, go around the flag and come back. You cannot grab the ball with your hand. As soon as the ball hits the start line, a second player on the team picks it up and repeats the same route with the same rules.

The winner is the team that finishes the run first without errors.

The referee has the right to stop the runner if he violated the rule, caught the ball with his hand, if the ball did not bounce off the ground and rolled on the ground. In these cases, the referee does not stop the game, he returns the player who made the mistake to the place where he made the mistake and the game continues.

There is also a second version of this game. Teams are divided into two groups (in this case, each team must have an even number of players). The running distance is marked with two lines. Groups occupy opposite lines facing each other. In this version of the game, the first number of the team's group dribbles the ball forward to the line where its second group stands. The first player of the second group, intercepting the ball that bounced near his line, leads it back to the first group with blows on the ground, where the second number of the first group, prepared for the game, is already waiting for him. The game takes place at a very fast pace. It can be agreed that the ball race is repeated two or three times by all the players in the group. In this case, the player who drove the ball goes to the back of the head of the last player on his team.

To determine the winner, the sum of the time of all races is counted.

Kangaroo game

"Kangaroo" is a comic jumping game. You need to jump in this game, pushing off with both feet, like the Australian kangaroos jump.

Each player must have a light big ball (or balloons). All participants in the game line up at the start line and squeeze their balls between their knees between their legs. The jumping distance is 10-15 meters. At the signal, all the players begin to simultaneously jump to the finish line, trying not to drop the ball. Whoever dropped the ball must pick it up, clamp it with their feet, and only then continue the game, i.e. continue your jumps to the finish line.

The game can be played like a relay race: split into two teams of 5-6 people, give each team one ball. The player who has reached the finish line comes back and passes the relay ball to the next player. The winner is the team whose players finish the race first.

Game "Jumping"

This game is based on jumping on one leg. Teams participate in the game, each of which has 5 people.

Participants become a chain. The first number of the team, bending the left leg at the knee, takes it back. The second team number takes a friend's leg with his left hand and bends and pulls back his left leg, which is taken by the player standing behind him. Thus, all five players are connected in one chain, forming five jumps.

Races of jumping jacks are held at a distance of up to 10 meters, and for the older ones, the distance can be increased to 15 meters. This distance is marked with the start and finish lines.

In this game, as in others, there is one rule: you need to jump to the finish line with a friendly five, no matter what happens on the distance. Where the five was broken, at this place you need to catch up with everyone again and only then jump to the finish line.

The game "At the Bear in the Forest"

This old game can be played indoors, in the yard, and in the forest on the lawn.

It is necessary to draw or in any other way indicate a circle - a bear's den.

The bear is chosen by lot. He climbs into the den, packs up there. The rest of the guys walk around the den and sing:

The bear in the forest

I take mushrooms, berries,

And the bear is silent

Doesn't growl or hum!

The bear in the forest

I'll pick up some honey ...

- Rrrrr! ..

- And I'll get away! ..

The driving bear, which until now seemed to be asleep, quietly tossed and turned, suddenly jumps up and runs after the players, trying to catch them. The guys surrounding the den instantly crumble, running in different directions. If the bear "lifted" someone, he changes roles with the one he caught.

The bear has the right to catch only one minute. Time has passed, the bear has not caught anyone - it means that he will climb into his den again, drive again.

If the bear fails to catch anyone three times, he is punished. Punishments should be funny. For example, they will lasso a bear, put it on a rope and lead it around the den, make it dance, sing, etc. Then they forgive the awkward bear, choose a new one and start the game all over again.

Game "Onlookers"

"Onlookers" is a very ancient game, it is a game for attention and ingenuity. To play you need a sash, harness or branch.

All players sit in a circle facing each other. Hands are kept behind the back. You need to sit in a circle tightly to each other. One of the players is the driver. He walks with a tourniquet behind the circle, humming a song, and meanwhile quietly tosses the tourniquet to one of the guys sitting in the circle. As soon as the tourniquet is placed on the ground, the driver becomes silent. This is received as a signal. If the player sitting in the circle did not notice the tourniquet thrown to him, then the driver seeks to go around the circle and with this tourniquet to burn off the "onlooker". Now jump up and run around the circle. The task is to be able to run around the circle and again take your place in it. But if the driver manages to take this place, then the "onlooker" becomes the driver.

If the thrown tourniquet sitting in the circle noticed in time, he should take the tourniquet in his hands, carefully raise himself up and suddenly begin to whip his neighbor on the right with it. He jumps up and escapes, running in a circle. And the driver, who has just thrown the tourniquet, tries to go around the circle before the competing pair in order to take the vacant place in the circle. Now there is one free space in the circle. It goes to the one who is the first, having run around the circle, will have time to occupy it. He urges on the runner with a tourniquet until he has time to sit in the circle. If the runner missed his place, ran past, the player with the harness has the right to sit in his place. Then the tourniquet is passed to the one who missed his place. Now he will drive.

Replay Fast Game

Players should repeat after the leader only those words that are accompanied by the command "REPEAT". Next comes a quick conversation-shootout.

Repeat: table.

Repeat: window.

Say: street ...

Magic Word game

The presenter shows various movements and addresses the children with the words:

“Raise your hands, stand, sit down, stand on your toes, please step in place, please, and so on.

The players repeat the movements only if the presenter adds the word "PLEASE".

Whoever makes a mistake leaves the game, and then performs some task.

Game "Be able to listen and hear many"

In this game, children learn to listen to several speakers at once.

First, two (two groups) of players say two different words at the same time.

The selected child must guess these two words.

Then the number of words spoken increases.

Game "Competition of telephone operators"

The game is attended by 3 groups of players.

The presenter tells the first participants a tongue twister.

At the signal, the players pass the tongue twister along the chain.

The last participant says it out loud.

The winner is the team that quickly passes the tongue twister correctly.

For example:

Snakes do not live where hedgehogs live.

Snakes and hedgehogs lived in a living corner.

The hedgehog lies by the tree, the hedgehog has needles.

Game "Who will speak whom"

One player is selected from each team.

The presenter suggests saying the tongue twister in a row five times.

Whoever does it faster without error gets points and brings the team a point.

For example: "Four turtles have four turtles."

Interrupted Song Game

The players are invited to sing a familiar song in chorus.

Singers should be instantly silent if the conductor (who is chosen from among the players), with a wave of his hand, quickly clenches his fingers into a fist.

For those singers who missed the signal, forfeits are removed.

Game "Do you know the song well?"

Invite the children to sit in a circle and sing a familiar song in chorus.

When the singing is over, the presenter comes up to anyone playing in the circle and says any word from the song. The one to whom the presenter is addressing must quickly say the next word in the text of the song.

The presenter approaches the players not in turn, but selectively, so the guys do not know in advance what to answer.

Each player is offered a new word from the song.

Whoever doesn't answer quickly or answers incorrectly gets out of the circle.

Singing Animals Contest

The players need to imagine themselves as an animal that loves to sing and cannot speak.

The players must mew, grunt, groan, etc. the song “A Christmas tree was born in the forest”.

The game can be played individually or with three representatives from each team who score a point for the team.

The host can set any songs.

Contest "Learn a fairy tale by words"

The presenter reads words from familiar fairy tales (in reverse order, in a breakdown). The ball is awarded to the one who guesses the tale first.

Contest "Find the continuation of the proverb"

The second part of the proverbs is written on a large sheet of paper.

The presenter reads out the beginning.

Teams (or individual players) take turns offering their answer options.

- An affectionate word for a person (that the sun is in bad weather).

- Affectionate word, (what a spring day).

- A kind word to man (that rain in drought).

- Sweet speeches are poison, (bitter ones are medicine).

- Saying - a flower, (proverb - a berry).

- Bad word, (that dirty water).

- Words are like honey (and deeds are like wormwood).

- Speeches that snow, (and deeds that sugar).

- An unkind word, (that the fire burns).

Contest "Auction of polite words"

The players should say the words of greeting and goodbye.

Whoever calls his word last gets a point or a prize.

Competition "Choose words for a fairy tale"

On the posters, the presenter suggests words that fit a particular fairy tale.

The players must quickly determine which fairy tale the words are to.

FOR EXAMPLE, ANDERSEN's fairy tales:

1. Sun, snow, lamp, window, mirror, rose, friendship ... ("The Snow Queen")

2. Nora, field mouse, swallow, elf ... ("Thumbelina"), etc.

Part and whole game

Leading in the center of the circle. He throws the ball and names the part from the object.

The child who caught the ball must immediately throw the ball back to the leader and name the object to which the part named by the leader belongs.

For example:

- Wing - plane or bird;

- Petal - flower, etc.

Game "It's boring to sit like that"

There are chairs along the opposite walls. Children sit on chairs near one wall and read a rhyme:

It's boring, boring to sit like that

All to look at each other.

Isn't it time to go for a run

And change places?

As soon as the rhyme is read, the children run to the opposite wall and sit on chairs, which are one less than the participants in the game. Those who are left without a chair are eliminated.

One chair is removed again. The game is repeated until the winner takes the last chair.

Game "Don't move"

The game is played with a host or any fairy-tale character.

To the music, children run scattered on their toes (as the presenter will say), or jump.

The music is interrupted, the children take any position and freeze.

The presenter looks at who has moved. Whoever has moved - goes to the side.

The game repeats itself.

Game "Chair, come to me!"

A line is drawn parallel to the wall, 5 steps from it. Having retreated a few more steps from the line, two hoops are placed at a distance of several steps from each other.

Opposite the hoops, two identical chairs are placed close to the wall. A rope is tied to each chair so long that, if pulled, the other end will fall on the center of the hoop.

The participants of the game enter the competition in pairs. Each participant, standing in a hoop, ties a rope tightly around the waist. On command, the players begin to turn in place, without leaving their hoop. The rope is wound around the waist, the chair moves to the line.

As soon as all four legs are outside the line, the player runs out of the circle and sits on his chair. Whoever takes his chair first wins.

Game "Fold a proverb, guess a riddle ..."

The players are given a set of letters cut out of paper and pasted on leaves (if the holiday is in autumn), snowflakes, flowers, etc.

You need to lay out the letters:

- the answer to the riddle,

- add the second part of the proverb,

- song title, etc.

Game "Collect spikelets"

To bake new bread, lush and high,

It is necessary to protect every spikelet in the field.

Blindfolded participants in the game must collect as many "spikelets" as possible in a certain time.

Inventory: plastic buckets and "spikelets" - small items (pins).

Game "Chickens and cockerels"

Three couples collect grains (beans, etc.) within one minute. Who has collected more?

Game "What kind of vegetables?"

Blindfolded players must identify vegetables by taste.

Game "Gather mushrooms"

The driver is blindfolded. Children-mushrooms (in mushroom caps) run around the hall. The driver catches. If a fly agaric comes across, the children shout: “Don't take it!”.

The winner is the one who "picks up" more "mushrooms" in a certain time.

Plant and Harvest Game

Equipment: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.

2 teams of 4 people participate.

1st participant “plows the ground” (puts the hoop);

2nd participant "plants potatoes" (puts potatoes in a hoop);

3rd participant “watering potatoes” (runs around each hoop with a watering can);

4th participant “harvests” (collects potatoes in a bucket).

The faster team wins.

Draw the peas game

The blindfolded player should draw the peas so that they do not go beyond the pod line.

The game "Who will most likely unload the car?"

Task: unload the "car" with vegetables.

Cars are parked at one line, baskets at another at a certain distance.

Two pairs are playing. The players of the pair stand: one at the basket, and the other at the car.

At the signal, the player of the pair carries vegetables to the car. You can take only one piece at a time.

As soon as the car is loaded, the second player of the pair is already unloading the car, he carries vegetables from the car to the basket.

The machines can be boxes, and vegetables can be cubes.

Game "Feed the Doll"

The doll is seated on a high chair. The girl is blindfolded and given a spoon to feed the doll.

The child is taken 3-4 steps away from the chair, offered to turn around without leaving the place, and given the command “go”.

The task is difficult.

Football game

A large ball is placed.

The child is blindfolded. They give the command to move away from the ball by 3-4 steps.

All children count: "One, two, three, four, five!" Then they say: "Turn around!"

A blindfolded child must hit the ball.

Game "Hoops"

4 hoops are laid out on the floor at the corners of the square, and a handkerchief in the center.

Toys lie in two hoops on the same line, and the players are in the hoops opposite.

Music sounds, children dance in a hoop. The music is interrupted, children run to the hoops with toys, take one toy and carry it into their hoop. The music is repeated, the children are repeating the game, etc.

Whoever coped with the task faster runs to the handkerchief, takes it and waves.

The game "Who is more likely?"

Two children grab the ends of a long ribbon with a bell in the center.

On command, they wind the tape around the stick.

Who gets to the middle faster?

Game "Spin the Hoop"

Children put the hoop on the floor and spin it strongly.

The one with the hoop spinning longer wins.

The game "Help yourself"

Apples and sweets are hung on the rack on a string.

The child should jump up blindfolded and rip off the treat.

Catch the ball game

The child should pick up a tennis ball from the floor with a spoon, without using his free hand.

Snake game

The players sit in a circle.

The driver walks behind the circle, holding a "snake" (rope) in his hands.

Suddenly the driver throws the "snake" in the middle of the circle.

Children quickly get up and stand with their feet on the "snake". Anyone who does not have enough space on the rope drops out or goes to drive.

Confusion games

Dandelion wreaths in spring

Weave, of course, only ... (girls)

Bolts, screws, gears

You will find in the pocket of ... (boys)

Skates on the ice drew arrows

We played hockey all day ... (boys)

Chatted for an hour without respite

In colorful dresses ... (girls)

Measure your strength in front of everyone

Of course, they only love ... (boys)

Panties are afraid of the dark

All as one, alone ... (girls)

Game "On the contrary"

And now my turn has come

Play the game "On the contrary",

I'll say the word "high"

In response I will hear - "low",

I will say the word - "far",

You answer - "close",

I'll say the word "ceiling"

The guys will say “gender”.

I'll say the word "lost"

And everyone will say "found" ...

So, attention, kids,

The game begins!

Fire water,

Black White,

The earth is the sky

Night Day,

Morning evening,

Girl boy.

Bitter - sweet

Good bad,

Sad - cheerful

Loud quiet,

Young - old, etc.

Now I will say "the beginning"

What do you need to answer?

Questions games

And now there is a game in verse,

Are the kids ready for her?

And you answer amicably:

"This is me, this is me, these are all my friends!"

If I poems are bad

I will inadvertently read to you,

That's when you don't scream,

And I will be silent with you.

Well, are the kids ready?

The game begins!

Who's always okay

Books, pens and notebooks?

Well, which of the kids

Goes dirty from ear to ear?

(The children are silent.)

Which one of you I want to know

Learned a lesson in Five?

Which of you by your labor

Decorates the classroom and home?

This is me, this is me, this is my whole family!

Who among you does not walk gloomy,

Do you like sports and physical education?

This is me, this is me, this is my whole family!

Which one of you comes to class

An hour late?

(The children are silent.)

Who is a merry band

Does she go to school every day?

This is me, this is me, this is my whole family!

"Yes and no"

Klim is played all day

And to put down toys is too lazy.

Children give me an answer

Is it good? .... (No)

Time to get ready for the kindergarten,

Klim doesn't want to dress.

Children give me an answer

Is it good? ... (no)

Masha helps mom

Dust in the apartment wipes.

Do this always.

Is it good? ... (Yes)

Irochka walks in the park,

Breaks the branches of a tree.

Children give me an answer

Is it good? ... (No)

Olya Murke, to her cat,

She cooks porridge, washes her legs.

Olya always works.

Is it good? ... (yes)

Luda's mother fell ill,

Lyudochka will not make noise,

She will sit quietly.

Is it good? ... (yes)

Lena, when she goes to sleep,

It's not lazy to put things down,

Everything is fine. As always!

Is it good? ... (Yes)

Petya doesn't want to eat soup,

Doesn't eat bread, doesn't eat cutlets,

He only asks for sweets.

Is it good? … (No)

Klim on the third floor

Has been knocking all day.

On the second, a sick neighbor.

Is it good? … (No)

Every time before meals

With soap and warm water

Katya always washes.

Is it good? … (Yes)


Kind fairy tale

A fairy tale with a sad ending is taken as a basis. (For example, "Snow Maiden", "Little Mermaid", etc.). And the task is given to children to think about how this fairy tale can be remade using characters from other fairy tales, so that it ends happily. The team that plays the fairy tale in the form of a mini-performance in the most funny and funniest way wins.

Whose team is more agile

The players stand in a circle. All are calculated on the "first" and "second". Each team chooses its own captain. The leader gives each team captain a ball. At the command of the leader, the captains pass the balls - one to the right, the other to the left to the players of their teams. The game is played up to three times; the team that wins the ball in a circle three times faster and returns it to the captain wins.

It is forbidden to throw the ball in the game, it can only be passed from hand to hand to the team players.

Jellyfish

In this competition, participants must toss their silk scarf in the air without dropping it on the floor. The winner is the participant who managed to keep the headscarf in the air for the longest time.

Bilbock

An old French game with a tied ball that is thrown and caught in a spoon. Take a thick thread or string 40 cm long. Tape one end to a table tennis ball, and the other end to the bottom of a plastic cup, or tie it to the handle of a plastic mug. Your bilbock is ready. You need to throw the ball up and catch it in a glass or mug. One point is awarded for this. Catch the ball in turn until you miss. The one who misses passes the bilbock to the next player. The winner is the one who first scores the agreed number of points.

Throw on the ring

A board 2.5 - 3 m long is placed on the ground. Holes are drilled in it every 25 - 30 cm (there are 11 in total). A figurine (or pebble) carved from wood is inserted into the central hole. The players stand at opposite ends of the board at a distance of 1 m from it and take turns throwing rings, trying to put them on the figure. In case of a hit, the player rearranges the figure one compartment closer to himself. The winner is the one who manages to move the figure to the outermost hole at its end of the board earlier.

Horse competition

Select several "riders" and "horses". The "riders" sit on the "horses" and begin the races from start to finish. The pair wins, which "board" faster to the finish line.

Snipers

On the end wall of a house or a barn, you need to depict "targets" in advance, for example, the mouths of predators, the physiognomy of Barmaley or Koshchei.

Having previously divided into teams, the participants fight with their monsters, trying to completely cover them with snowballs. Those who shot especially well are given the right to "draw" a "self-portrait" on the plywood board with snowballs. For this, circles with a diameter of about a meter are already drawn on the boards. It remains to place the eyes, mouth, nose, ears in their places. When the competition begins, the nose will definitely be on the side and the mouth below the chin. Everyone will have fun.

Carry, do not drop

A cross made of bars is attached to the end of a round shelf or pipe. At the ends of the bars, round supports are attached with small indentations, into which the ball is placed. A stick with crosses is inserted into a hole on a wooden support. The player must take the stick with one hand, remove it from the stand, turn around its axis 2 - 3 times and insert the stick into the hole of the stand again. All this must be done carefully so as not to drop a single ball.

Pioneerball

The players are divided into 2 teams and are built on 2 halves of the volleyball court in 2-3 rows. Each team receives two volleyballs. At the signal, the players try to throw the balls over the net to the opponent's side as quickly as possible. The throwing of the balls continues until all the balls are on one side at the same time. The game is stopped and the team that has the balls on its side loses a point. The game continues until one of the teams scores a set number of points (say, 10 - 20). After that, the teams switch sides, and the game starts again. The team that wins in two games wins.

Pull - push

In this competition, they compete in pairs in a run of 15 - 20 m. Couples, holding hands, run, pressing their backs to one another. Having run to the finish line, they return to the start. It turns out that the player runs normally in one direction, and in reverse in the other direction. The pair that returns to the start first wins.

Christmas tree outfit

One player is put on a green golf - it will be a "Christmas tree". The other two players take glue and paper toys that lie on the chair and glue them onto the tree. The winner will quickly hang the toys.

Dash for the ball

Children are divided into 2 teams, each is calculated in order and built behind the starting line. The leader with the ball in his hands is located opposite the teams, 10 m from the start line. Throwing the ball forward, he calls a serial number. Players of the named number run after the ball. Whoever possesses the ball brings the team a point. The game continues until each participant makes 3 dashes. The team with the most points wins.

Sing the song

Players perform the song with the letters of the alphabet or the sounds "no be no me ...". Song options:
- "Ouch! Viburnum blossoms in the field by the stream ... ";
- "Katyusha".

Change of places

2 teams line up opposite each other on the court. At the command of the leader, the team players change places. The winner is the team that will line up faster on the opposite side of the court.

In the swamp

Participants are given two sheets of paper. They must pass through the "swamp" along "bumps" - sheets of paper. You need to put a sheet on the floor, stand on it with two feet, and put another sheet in front of you. Step over to another sheet, turn around, take the first sheet again and put it in front of you. And so, whoever passes through the room first and comes back, he wins.

Dress up the Christmas tree

Several Christmas tree toys are made from cotton wool (apples, pears, fish) with wire hooks and a fishing rod with the same hook. You need to use a fishing rod to hang all the toys on the tree, and then remove them with the same fishing rod. The winner is the one who manages to do this in a set time, for example, in two minutes. A fir-tree can be a spruce branch fixed on a support and even some kind of dry branch with knots.

Around the hoop

Participants take turns directing the gymnastic hoop along a flat path with strong arm movements. Then they try to catch up with him and have time to slip through him back and forth. Whoever does it more times is the winner.

Race walking

Making each step, it is necessary to put the heel of one foot close to the toe of the other. The distance for such a walk can be determined as 5 meters back and forth. The relay ends when the last member of the team returns to the starting position.

Sea wolf

The game involves two teams. The presenter gives the assignment: "If there is a strong wind at sea, the sailors know one trick - they tie the ribbons of the peakless cap under the chin, thereby fixing them tightly on the head. The cap is one per team." Each player performs a command with one hand.

Strong grip

Having split into pairs, the players stand with their backs to each other with a diameter of 1.5 m and interlock with their arms bent at the elbows. Submitting the torso forward, each tries to force the opponent to tear his legs off the floor. The winner is the one who wins the fight the most times.

You can conduct the competition differently. Players, standing with their backs to each other, lifting up a stick, which they hold tightly with their hands. Objective: lean forward and try to lift your opponent off the ground.

The one who is in the air or lets go of the stick loses.

Another option: the players sit down opposite each other on the ground (resting their feet on the partner's feet) and take up a gymnastic stick. At the signal, everyone begins to pull the stick in their direction. The winner is the one who manages to lift the opponent off the ground for 3-5 seconds.

Self-portrait

There are two cuts for the hands on the Whatman paper. Participants take each of their sheets, passing their hands through the slots, paint a portrait with a brush without looking. Whoever has a better "masterpiece" takes the prize.

Everyone against everyone

In this game, each player can measure their strength with all the players. The court is divided into 6 equal playing fields located one after the other. Before the start of the game, all players occupy a place all on one playing field. At the signal of the leader, each player tries to push (with his shoulder, body, but not with his hands) others to another playing field. Soon all but one are there. He no longer participates in the struggle. Those who are pushed into the second square try to push each other to the third playing field, while they themselves remain on the second, and so on. By the end of the game, one player remains on each field. The player remaining on the first playing field takes the first place, the second - the second place, and so on.

Chain

In the allotted time, make a chain using paper clips. Whose chain is longer - win the competition.

Pour the water

The game involves 2 people. You need to take 4 identical glasses and pour the same amount of water into 2 of them. The water can be tinted with watercolors so that it is clearly visible. And the other 2 glasses remain empty. At the signal from the leader, each player must pour water from a full glass into an empty glass with a spoon. The winner will be the one who flies the water faster.

Night travel

The presenter says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to the motorway made of sports pins. Having handed the steering wheel to the driver, the presenter offers to practice and drive so that not a single column is knocked down. Then the player is blindfolded and brought to the steering wheel. The presenter gives a command - a hint where to turn to the driver, warns of danger. When the path is traversed, the leader unties the driver's eyes. Then the next participants in the game "go". The winner is the one who hits the pin the least.

Stick your nose

Draw a funny face (without a nose) on a large piece of paper, separately sculpt a nose from plasticine. Attach the sheet to the wall. The players step back a few steps. They take turns blindfolding, approaching the portrait and trying to stick their nose in place. The one who sticks the nose more accurately wins.

Curved track

A curve is drawn on the floor with chalk, a serpentine line is a path. Looking at your feet all the time through inverted binoculars, you need to walk the path from one end to the other and not stumble.

Hand races

Children are divided into several teams, two people each. One of the team members takes the other by the legs, and they move like that, heading to the finish line, with one of the players walking in his arms. Halfway through, the players switch roles and move on. The winner is the one who first reached the finish line.

Balance Beam Exercises

For this exercise, each team will need a simple log no more than 1 meter long. The participant stands on a log and, turning over with his feet, rolls it along with him from start to finish and back.

Catch the apple

This is a traditional English game played during the Helwin Festival. You need a basin of water to play. Several apples are thrown into the basin. And then the players, holding their hands behind their backs, try to catch the apple with their teeth and pull it out of the water. Whoever succeeds in this becomes the winner.

Roll up the ball

The players are divided into groups of 2 - 5 people. Each of them receives the task: within a set time (8 - 10 minutes) to roll a snowball as large as possible. The group that has rolled the largest snowball by the specified time wins.

Make the hoop spin

The hoop is taken with one hand and, with the movement of the fingers, is forced to rotate in place. The judge will time the spin from the start until the hoop falls. They compete alternately, and if there are 2 hoops - in pairs. Then the 2 best players will meet in the final duel.

A nail in a bottle

For this competition you will need: 4 bottles with a thin neck, the same number of ropes and 4 nails. A nail is tied to each end of the rope. 4 people are selected from those who wish. The participants are tied to the belt with ropes with nails from the back of the head. After that, the participants stand with their backs to the previously placed bottles. At the command of the head of the game, the participants must hit the bottle with a nail without using their hands. The winner is the one who was the first to hit the target.

Build a fortress

The players are distributed in groups of 3 - 5 people each. Groups receive a task: within 5 - 6 minutes. build a snow fortress. All groups, at the signal of the leader, run to different sides of the site, where it is easier for them to complete the task. The winner is the group that completes the task by the specified deadline.

Hoop Race

The players are divided into equal teams and are lined up along the side lines of the court. On the right flank of each team is the captain; he is wearing 10 gymnastic hoops. At the signal, the captain takes off the first hoop and passes it through himself from top to bottom or vice versa and passes it on to the next player. At the same time, the captain takes off the second hoop and hands it over to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, passing the hoop to a neighbor, immediately receives a new hoop. The last player in the line puts on all the hoops on himself. The team whose players complete the task faster will receive a winning point. The team whose players win twice wins.

Poet Competition

A few days before the competition, children are given a poem. Children must learn it by heart. The winner is the one who best recites the verse.

Well-aimed arrows

A target is mounted on the wall. You can use small balls or darts. Each player has three attempts. After the game, the host rewards the winners and cheers up the losers.

Fashionista

On two tables lie a purse, beads, clips, lipstick and a mirror. There are two playing. At the signal, you need to put on beads, clips, put on your lips, take your handbag and run to the opposite wall of the hall. The winner is the one who completed the task faster.

Spoon play

To play, you need 2 spoons and 2 round objects (painted wooden eggs, table tennis balls). 2 children take part in the game. A flag is placed at a distance of 7 - 8 m. Players are given a spoon with an egg (or a ball) on it. After the signal from the leader, the players must run to the flag as quickly as possible and return back. If the ball falls, the contestant must quickly pick it up off the floor, put it back in the spoon and continue on its way. The ball cannot be held with the other hand. The one who reaches the finish line faster is considered the winner.

Carrying the wounded

Three are involved. Two are “healthy”, the third is “wounded”, his leg is “broken”. “Healthy” players should braid their arms so that they form a comfortable seat. The "wounded" sits in this seat and maintains balance, grabbing more comfortably by the shoulders or necks of friends.

Rewind the cord

A knot is tied in the middle of the cord, and a simple pencil is attached to the ends. 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.

Ball into the gate

In a wooden panel, faced with plywood on both sides, semicircular gates of different widths are cut out. The shield is installed on a level ground. The players stand 2-3 meters from the backboard and take turns rolling small rubber balls (tennis, hockey) into the goal. For each hit, the number of points indicated on the shield is counted. The one who scores more points wins. To prevent the balls from rolling far, it is advisable to restrict the playing area on the sides and behind the backboard.

Draw a ponytail

For this game you will need a large sheet of paper, a pencil, and a blindfold. First, the presenter draws an animal (cat, dog, pig) on ​​a piece of paper with a pencil. Draws everything except the tail. One of the players is blindfolded. He should try to draw a ponytail blindly. Then other players try to do it. The winner is the one whose drawing is more accurate.

Inflate the balloon

For this competition, you will need 8 balloons. 8 people are selected from the hall. Balloons are handed out to them. At the command of the leader, the participants begin to inflate the balloons, but so that the balloon does not burst when inflated. The winner is the one who is the first to complete the task.

Get the prize

The presenter hangs a small prize at eye level. Players need to come up and blindfolded and win a prize from a distance of 3 - 5 m. The one who does it first wins.

Firefighters

Turn the sleeves of the two jackets inside out and hang them over the backs of the chairs. Place the chairs at a distance of one meter with their backs to each other. Place a two meter string under the chairs. Both participants stand at their chairs. At the signal, they should take their jackets, turn out their sleeves, put on, and fasten all the buttons. Then run around the opponent's chair, sit on your chair and pull the string.

Plant and harvest

Number of players: 2 teams of 4 people

Optional: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.

1st participant “plows the ground” (puts hoops).

2nd participant "plants potatoes" (puts potatoes in the hoop).

The 3rd participant "waters potatoes" (runs around each hoop with a watering can).

4th participant “harvests” (collects potatoes in a bucket).

The faster team wins.

On a thread

Several (according to the number of participants in the game) parallel straight lines marking the distance (50-60 meters) are drawn on the ground with a sharp stick. Start!

Everyone is racing - it is important not only to come first, but also to run the distance "like a thread" - so that the tracks must fall on the drawn line.

By the way, it will be easier for those who run, raising their knees high, and not dragging their feet.

We blow on the bottle caps so that they fly off as far as possible.

Watermelon helmet

Choose some volunteers. Give each volunteer half a watermelon. Their task is to eat all the pulp of the watermelon as quickly as possible, picking it out with your hands. Put the cleaned "watermelon helmet" on your head.
The winner is the one who does it faster and whose helmet is whiter on the inside.

Call lookup

On each of the chairs, standing at a distance of 8-10 steps from each other, there is a bell. Two blindfolded players each stand at their own chair. At the signal, they need to go around the comrade's chair on the right, return to their place and ring the bell. The winner is the one who does it faster.

Sock

The competition is attended by five people. They are encouraged to quickly put on a long sock, helping with the toes of the other foot.

Sippin '

The participants in the game are divided into two equal groups. The players of each group hold onto each other and form one chain with the help of arms bent at the elbows.

Ahead of the chain are stronger and more agile participants - "groovy". Standing against each other, the "clockwork" also take each other by the arms bent at the elbows and pull each in his own direction, trying to either break the opponent's chain, or pull it over the intended line.

Rule: start pulling exactly at the signal.

Rope

Each team is given a rope. At the signal, each team must pull it through their clothing (sleeves) as quickly as possible.

Archery

The target will be an ordinary bucket, and the onion will be an ordinary onion. The target bucket must be installed 5 meters beyond the finish line. Place the bulbs at the finish line, their number must correspond to the number of participants. Participant No. 1 on a signal begins to move from start to finish. Running to the finish line, he takes the onion and throws it, trying to get into the bucket. After the throw, he runs to his team to pass the baton to the next participant. The winner is the team that will throw the bulbs into the bucket faster and more accurately (for the convenience of determining the result for each accurate hit, you can give the team an additional point).

At a distance of 10 meters from the start, a stool is set up, and the first participants are blindfolded. At the signal, they must walk or run to the stool, go around it and, returning to the team, pass the baton to the next participants, who are already blindfolded! And so the whole team. During the movement, the team can help its participants with exclamations: "to the right", "to the left", "forward", "backward". And since all the commands are shouting at the same time, the player must make out which calls refer specifically to him. When the last player returns to the start line, it is day for the whole team. For whom the "day" comes first, they won.

Tug

2 teams line up one opposite the other, a line is drawn between them. Opposite players serve each other with their right hand and put their right foot on the line. At a signal from the leader, each player tries to drag the other over the boundary line. As soon as the player is behind the boundary line with his left foot, he loses and his opponent gets a point. The team with the most points wins.

Guess the last word

Children are divided into two teams. The presenter reads out the sentences, and the players must guess the last word. The team that gives the most correct answers wins.
1. All the little gray mice run away from ... (cats)
2. The mouse ate potatoes and did not think about ... (cat)
3. I teach everyone to the mind, but I myself always ... (silent)
4. This herb is very evil ... (drip)
5. We met on a green meadow ... (friends)
6. They washed their faces near the river two ... (chanterelles)
7. The animals grabbed their paws and began dancing in ... (forest)
8. Drive up to the turn, here is the palace and there ... (gate)
9. In our city, no one, for shopping ... (shop)

Winders

The ends of the rope are fastened to identical pencils with small strong knots. The knot should not slip, you can even glue it with PVA. On command, the players begin to twist their pencil and gradually approach each other so that the rope does not sag. The winner is the one who first reaches the knot in the middle.

Hoop

The two hoops lay in those steps of each other. Two competitors strive to crawl through the hoop more times within a minute, putting it on from top to bottom. The 2 fastest players compete against each other in the final.

Dance with the subject

All players dance and at the same time pass each other a small object (toy, orange). The host turns off the music from time to time. Anyone who has an object in their hands at that moment is eliminated. The last player on the dance floor wins.

Baba Yaga

Relay game. A simple bucket is used as a stupa, a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. He holds the handle with one hand and the mop in the other. In this position, it is necessary to go the entire distance and pass the stupa and broom to the next one.

Chairs

To play you will need two lids from a saucepan or a tambourine and chairs. The chairs should be placed in a circle with the seats in the center. There must be one fewer of them than the participants in the game. Children stand next to the chairs outside. In the hands of the host, a tambourine or a lid. At the signal from the presenter, who announces the start of the game, the children begin to walk in a circle of chairs in a circle. Suddenly, the presenter strikes a tambourine. For this signal, all participants rush to the chairs and sit down. Each time one of the players is left without a seat. He is out of the game. When the second round begins, one chair is removed. This continues until there is only one player left. He becomes the winner.

Competition for folk tales

Children are divided into two teams. The presenter speaks the first words from the name of the folk tales, the participants must say this name in full. The team that gives the most correct answers wins.
1. Ivan Tsarevich and the gray ... (wolf)
2. Sister Alyonushka and brother ... (Ivan)
3. Finist - Clear ... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By the pike ... (command)
7. Frost ... (Ivanovich)
8. Snow White and Seven ... (Dwarfs)
9. Skate - ... (Humpbacked)

Golden Key

The participants of the game will have to portray the swindlers from the fairy tale "The Golden Key". Two pairs are called. One in each pair is Alice the fox, the other is Basilio's cat. The one who is Fox - bends one leg at the knee and, holding it with his hand, together with the Cat, whose eyes are blindfolded, embrace, overcome a given distance. The pair "limping" is the first to receive the "golden key" - a prize.

Two oxen

A harness, a long rope is put on the participants of the competition, and each of the two participants tries to "pull" the opponent along with him, in his own direction. At the same time, everyone tries to reach the prize, which is located half a meter from each player.

Sea wolf

Players are encouraged to tie five knots as tightly as possible on a thick string. When the task is completed, it is proposed to untie the knots. The one who managed to do it faster gets the prize point.

Perform a dance

Perform a dance.
Under "rap" with the words:
In the bath brooms are soaked,
The spindles are not crushed
And the wet was not dried.
Lady, lady,
Madam - madam!

Sniper

A ball (target) is suspended at a height of 1 - 1.5 m from the floor. Participants, located at a distance of 3 - 5 m from it, must hit it with a tennis Rubber ball. Each participant is given 3 - 5 attempts. The most accurate wins.

Square wrestling

On the site, they draw 3 squares 3x3, 2x2, 1x1 m. 4 players, close in height and strength, stand in a large square, and, having taken a position, upon a signal, they begin to push each other with their shoulders. The 3 eliminated from the big square move to the middle one, and the winner remains in the big square. The fight continues in the middle square. 2 eliminated go to the small square, the winner remains on average. The fight ends in a small square, when one comes out of the square, and the other remains the winner. The first winner (in the big square) gets 4 points, the second (on average) - 3, the third - 2, and the one eliminated from the small square - 1. Then the next four enter the fight.

Who quickly

Children with skipping ropes in their hands stand in a row on one side of the playground so as not to interfere with each other. In 15 - 20 steps, a line is drawn or a cord with flags is laid. At the agreed signal, all children simultaneously jump in the direction of the laid line. The winner is the one who will be near her first.

Do you know each other?

Several couples (mother and child) stand with their backs to one another. The facilitator asks questions. First, the child answers with a nod of the head, and the mother out loud.
Questions:
1. Does your child like semolina?
2. Does your child wash the dishes?
3. Does your child like to brush their teeth?
4. Does your child go to bed at 9 o'clock?
5. Does your child make the bed in the morning?
6. Does he like to read books?
7. Does your child enjoy going to school?
The winner is the couple who answers all the questions correctly.

Peck prize

Gauze is stretched on two racks, prizes are hung on it - fruits, sweets, cookies, etc. The player is put on a cock mask with a long beak. The eyes are covered with a special curtain. The player's task is to go up to the rack and "peck" the prize. For orientation in front of the counter, on the floor, a line is drawn with chalk.

Fast threes

The players stand in a circle in threes, one after the other. The first numbers of each triplet are taken by the hands and an inner circle is formed. The second and third numbers, holding hands, form a large outer circle. At the signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle to the left. At the second signal, the players release their hands and stand in their threes. Each time the circles move to the other side. The fastest triple players get the winning point. The game is played for 4 - 5 minutes. The trio wins, the players of which score more points.

In the image

Read a short story, episode, or even a paragraph. And suggest thinking: who and to whom could tell this story? Children will surely enrich you with many versions.

Now offer to "tell" this story on behalf of the alleged hero-narrator, that is, read the text in a voice other than your own. The voice of an old man or a one-year-old child, a dwarf or a giant, a robber or the wind ... Depending on the versions chosen. Usually it is easier for a child to read in character: it seems that he is not reading, but the other. And he stumbles and puffs, because it is necessary for the role. Justified and legalized. Therefore, it is not scary. And the listeners do not get bored: they have to evaluate the work - is it similar or not?

From empty to empty

Two players stand on foot rocking bars (bars) opposite each other. In each hand they have a mug: one empty, the other with water. In this position, everyone tries to pour water from his full mug into the mug of his comrade. The one who spills less water wins.

Long jump

The first member of the team stands on the starting line and makes a long jump. After landing, he does not move from his place until the landing site is fixed by the judges (using a line drawn along the toes of the jumper's shoe). The next participant puts his feet directly in front of the line, without stepping over it, and also makes a jump. Thus, the whole team makes one collective long jump. You must jump carefully and do not fall when landing - otherwise the result of the jump will be canceled. The longest team jump is the winner.

Tongue twister competition

Sasha walked along the highway and sucked drying.
Karl stole corals from Klara, and Klara stole a clarinet from Karl.
The ships maneuvered, maneuvered, but not fished out.
I reported, but I did not report it, but I started to report it - I did it.

Feel and Count

Three people from each team are called. There are chairs for each player. Players are blindfolded. Candy bags are placed on the chairs. Players without using their hands must sit on a chair and count how many candies are in the bag.

Nesting dolls

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

Asphalt Drawing Contest

Each participant of the competition is allocated crayons and a place on the asphalt. Participants can be divided into teams of 2-3 people, drawing a general picture together. The winner is the team whose drawing, in the general opinion of the children, will look prettier.

On three legs

The leader determines the place of start and finish. Then all players are paired. In each pair, one player's right leg and the other's left leg are tied with a rope. After the signal from the leader, the couples run to the distillation. The winner is the couple that came to the finish line first.

Running "centipedes"

The players are divided into two or three teams of 10-20 people and line up behind each other's heads. Each team receives a thick rope (rope), which all players grasp with their right or left hand, evenly distributed on both sides of the rope. At the signal of the organizer, the "centipedes" run forward 40-50 meters to the "finish", all the time holding on to the rope.

Victory is awarded to the team that ran to the finish line first, provided that none of its participants unhooked from the rope during the run.

Tilt the ball

A ball with a loop is put on the rope so that it moves freely along it. Two people grab the ends of the rope and, by moving their hands, try to make the rope tilt so that the ball slides towards the “opponent” and touches him. Whoever succeeds is the winner. Pairs should be matched with approximately the same height.

Thermometer

Without the help of hands, both teams send a fake thermometer to speed so that it is always under the left hand.


Games for children

Game program "Merry carousel"

This development will be of interest to teachers and educators for organizing games and entertainment in school summer camps.
Lapteva Svetlana Khristianovna, educator, State Budgetary Institution NSO "Social and Rehabilitation Center for Minors", Tatarsk
Target: conducting a game program with the pupils.
Tasks: foster love for folk art; to promote a healthy lifestyle and active recreation of pupils.
The course of the lesson.
1. Organizational moment
Educator
Good afternoon dear friends!
Without you on this holiday
We can't get by.
Without you, the whole hall is alarmed
And he will ask: "Where is the laughter?"
Where are the feats, where are the contests?
Who will be successful?
Where are the games, where are the tasks,
We have been waiting for you for a full hour.
Don't panic, comrades,
We have all this!
Educator
- Before starting the games, I want to acquaint you with the rules:
1. We play not for the sake of self-interest, but for the pleasure of our own and others.
2. When the group is always together, then the soul is in place.
3. We play fair! It's a shame when you lose, but all the same, do not "cheat", do not get angry.
4. Be persistent. Do not be discouraged at failures and do not gloat.
5. If you won - rejoice, but do not be arrogant.
6. Do not reproach your partner for mistakes, but try to correct the trouble with your successes.
7. Remain calm regardless of the outcome of the game.
8. It's great that we are all gathered here today!

2. Main part
Warm up
The game "Palm-fist"
The course of the game: "Palm-fist", "Fist-palm", etc. On the command “Palm”, the pupils point the brush of one hand up, the palm is straightened, and the tips of the fingers of the second straightened hand rest against the base of the palm. On the command fist - one hand is clenched into a fist, at the base of the fist the tips of the fingers of the second hand rest. The pace of the game is gradually increasing.
Game "Birds and Nests"
There are one fewer nests scattered on the site than the number of participants. The task of the participants revolves around the nests while the music is playing, and when it ends, occupy one of the nests. The participant who did not occupy the nest is eliminated, so until one of the participants wins.
The game "Baba Yaga"
The teams continue to compete with each other. For this, the participants are given buckets, one per team, rather than stupas, and one broomstick. One leg must be inserted into the bucket and grabbed by the handle, and the second one is taken with brooms - "flew" to the finish line and back. Participants change - who is faster.
Grasshopper Relay
2 teams compete in jumping with a ball between the knees.
Dynamic pause "Monkey"
We are funny monkeys (we perform the "monkey" movement),
We collect cones from the palm tree (right hand up, down, left hand up and down),
We stamp all our feet (we stomp "one", "two", "one, two, three"),
We clap all our hands (clap our hands "one", "two", "one, two, three"),
Inflate the cheeks (hands on the belt, inflate the cheeks),
We jump over bumps (hands on the belt, jump forward, backward, left, right),
Together we jump to the ceiling (high jump with tucked legs, arms up),
Bring your finger to your temple (spread your palms out with your thumbs, bring them to your temples and twirl your palms),
And even to each other
We show the tongues (hands remain in the same position, we show the tongue),
Open your mouth wider
Let's make grimaces (we depict all possible grimaces),
As I say word three
All with grimaces freeze.
One two Three!
(Pupils freeze, depicting a monkey in various poses)
Jumping with tied legs
All participants are tied with a thick, wide rope or scarf. After that, everyone stands near the starting line and, upon a signal, begins to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too great, as jumping with your legs tied is quite difficult.
Burners (Burners, Pole, Steam)
For this game, a driver is needed, and he is chosen before the start of the game. All the rest form pairs, mostly a boy - a girl, and if adults take part in the game, then a man - a woman. Couples stand one after another, and the driver has his back to the first couple at a certain distance and he is strictly forbidden to look back. After that someone alone or all together begin to say: "Burn, burn clearly! So that it doesn't go out. Look at the sky, there are birds flying!" (There are also other rhymes.) Then the driver looks into the sky. The back pair then runs across the sides forward, one person across the right side, the other across the left side. The task of the back pair is to try to stand in front of the driver, holding hands. The driver is trying to catch or at least pissed off one of the moving couple. If this happens, the one who was assaulted becomes the driver, and the "old" driver takes his place in the pair. The game continues until you lose interest or fatigue.
Competition "Catch the fish"
There is a basket at a distance of 3 meters from the team. Pupils make 5 throws with the ball.
Educator
Are you guys tired?
For fun, for order
I ask you riddles.
I wake up early in the morning, along with the ruddy sun, I fill the bed myself, I quickly do ... (exercise)
Not offended, but inflated, they lead him across the field
And they will hit - at all, do not keep up with ... (ball)
There is a scream on the ice platform, a student rushes to the gate
Everyone shouts: “Washer! Hockey stick"! Hit! " Fun game ... (hockey)
Who on the ice will catch up with me? We're running in a race
And it is not horses that carry me, but brilliant ones ... (skates).
We stood all summer
Winters were waiting
The pores have waited
We rushed off the mountain. (Sled)
Small, remote,
Shouts loudly. (Whistle)
Comma stick
Chases the ball in front of him. (Sticks)
I twist it with my hand
Both on the neck and on the foot,
And I twist at the waist,
And I do not want to drop. (Hoop)
Educator. Well done! We continue our games.
Educator
I invite everyone to the circle.
Don't sit still,
Exercise!
We'll take a break
For a small charge.
With blood circulation
Everything will be all right!
Together they rose from their seats,
Follow the movement.
Well, let's add music
There will be a mood !!!
Educator
Our dance is unusual, called "Molecule". During the dance, I will call different numbers (8, 5, 3, 6, 9, etc.), you should form small circles with the corresponding number of people. Clear?
Then let's dance!
We all played great
Winners are all by right.
Praise and rewards are worthy,
And we are glad to clap you all.
Thank you for your participation.
And we wish you all happiness!
3. The final part. Summarizing.
Educator
So our game carousel is over. All participants showed their agility, strength, speed. And most importantly, we received a charge of cheerfulness and a lot of positive emotions! Thanks again to everyone! Go in for sports, strengthen your health, and most importantly, take care of each other.
Thank you all for your participation,
For support in difficult times.
May you be partly tired
But nice to see you!

Fun contests for the summer camp!

Contest "Make a Wish"

Participants collect any one item, which is put into a bag. After that, one of the participants is blindfolded. The presenter pulls out things in turn, and the blindfolded player comes up with a task for the owner of the pulled out item. Tasks can be very different: dance, sing a song, crawl under the table and hum, and so on.

There are many balls scattered on the floor.
Those who wish are called. And on command, to fast music, each of the participants must take and hold as many balls as possible

1. Crumple up the newspaper

You will need newspapers according to the number of participants. An unfolded newspaper is placed on the floor in front of the players. The task is to crumple the newspaper at the signal of the presenter, trying to collect the entire sheet into a fist.
Whoever was able to do it first is the winner.

2. Who said "meow"

One player sits on a chair with his back to the other children. Those come up in turn and say, for example, "Woof-wow", "Mu", "Meow-meow", "Chik-chirik", just growl or say other phrases. The person sitting by the voice must guess who exactly tweeted or barked at the moment. If you guessed correctly, then the player who uttered the sound or phrase sits on the chair.

3. Chain

In the allotted time, make a chain using paper clips. Whose chain is longer - win the competition.

4. Competition of artists

Blindfolded moms draw a gift for their children. The mother whose gift looks prettier wins.

5 stick your nose

Draw a funny face (without a nose) on a large piece of paper, separately sculpt a nose from plasticine. Attach the sheet to the wall. The players step back a few steps. They take turns blindfolding, approaching the portrait and trying to stick their nose in place. The one who sticks the nose more accurately wins.

6. Do you know each other?

Several couples (mother and child) stand with their backs to one another. The facilitator asks questions. First, the child answers with a nod of the head, and the mother out loud.
Questions:
1. Does your child like semolina?
2. Does your child wash the dishes?
3. Does your child like brushing their teeth?
4. Does your child go to bed at 9 o'clock?
5. Does your child make the bed in the morning?
6. Does he like to read books?
7. Does your child enjoy going to school?
The winner is the couple who answers all the questions correctly.

7 "I know five names." Children take turns hitting the ball on the ground and at the same time say: “I know five names, boys” - and list what names they know, with the words: one, two, and so on up to 5. You can increase to 10. And so in turn. Then, girls' names, cities, animals, plants and whatever. The loser is the one who pauses for a long time and cannot remember.

8 TO oncourse "Dialogue of animals"
Ved. And now I invite two participants to the stage, the most vociferous, who can portray the voices of animals and birds. So, the competition begins - the dialogue of onomatopoeia and the conversation of animals. Please get the task cards.
1. The chicken is a rooster. 6. Donkey - turkey
2. Dog - cat 7. Bumblebee - frog
3. Pig - cow 8. Sheep - horse
4. Crow - monkey 9. Lion - cuckoo
5. The duck is a goat. 10. Sparrow - snake

Memorina

1st round. "Finish".

Students must draw something to each of these figures in order to turn it into a particular drawing. Who will come up with more drawings for a while?

9. Jump like:

Sparrow;

Kangaroo;

Hare;

Frog;

Grasshopper.

7. Execute

10. Imagine that you are animals who really want to sing, but cannot speak humanly, and now sing in chorus the song "Let them run awkwardly ...":

Walk;

Meow;

Flush;

Cackle and cough up;

Curse up.

11. competition "Identify by smell"
Participants are blindfolded and asked to identify what it is by smell. Whoever was more accurate earns a prize.

 

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