Camp competitions for children. At the summer camp. Competitions for children. Game "Who will speak whom"

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 Hristianovna, 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, don't "cheat", don't 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 blame 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 with 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 does not 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 not horses carry me, but brilliant ... (skates).
They 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!

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 most funny and funniest fairy tale in the form of a mini-performance 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

They make several Christmas tree toys 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. The player is then 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, sculpt a nose out of plasticine separately. 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 bowl 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 a 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 made 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 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. Small balls or darts can be used. 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

Semicircular gates of different widths are cut in a wooden panel, lined with plywood on both sides. 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 one whose drawing is more accurate wins.

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 an 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 installed, 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 earlier, 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 receives 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. Two people washed their personal near the river ... (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

Two hoops lay in those steps from 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 presenter 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 bucket by 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 pan lids 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 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, who is blindfolded, embracing, overcome the 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 invited 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 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.

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

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 place 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 it, but I didn’t report it, but began 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.

The 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.


Childhood is the time for games and entertainment. We offer a series of contests and games for schools, camps.

COMPETITIVE GAME PROGRAMS

Competitive play programs (CIP) can be conducted both within the school or children's camp, and within the class or detachment. The instrumentation diagram is simple:

1. Contests. Emphasis on the moment of competition (the child performs actions in front of an audience).

2. Game form. There must be an element of play, entertainment.

3. Inclusion in competitions of the maximum number of children, so that everyone can try their hand at one or another competition.

4. Awarding not only the winners, but also the participants of the competition.

In our opinion, it is inappropriate to prescribe the text for those who lead the instrumentation, since in the competitive game program often all the pre-prepared words of the moderators are not spoken out. Instead, there is a lively dialogue between the presenter and the competing participants.

Sherlock Holmes and Miss Marple

The lesson develops imaginative thinking, logic.

The hosts (Miss Marple and Sherlock Holmes) report that they are looking for helpers. All applicants are offered a series of test contests.

"Prints" ... The task is to find the same pair of handprints on the sheet and determine which of those sitting in the hall they belong to.

"Very sharp eye". The participants are shown a set of items. Then the participants turn away. During this time, one item is replaced. It must be said that they have changed.

"Savvy" ... You need to guess who the things belong to: glasses, a spatula, a mirror, a robe, a board, a salt whistle, a certificate, a badge.

Find by description. Participants are invited to find a person from another squad, who is also in the hall, by description.

"Silent action" ... As quietly as possible, lower a spoon into a glass, close a saucepan with a lid, put a fork on a plate.

"Siamese twins". The hands of those standing next to each other are tied, the task of each pair is to tie the laces on the shoe, cut a circle out of paper, light a candle, etc.

Book of records ...

The lesson increases psychological comfort and the level of cohesion in the children's team.

The presenter offers to start his own book of records. And to name it exactly as the detachment is called (camp, school, etc.).

The most amazing. Within 1 minute, the squads write on a sheet of paper how their team differs from all the others, how it can surprise all other teams.

"Strongest". Participants of the competition are invited to hold one of the smallest teachers in their hands. Only two of the strongest pupils remain on the stage.

"Most Spiritual" ... Two participants need to blow off a tennis ball from a flat surface while blindfolded. When the contestants are blindfolded, a plate of flour is placed instead of a balloon.

"The most resourceful." Participants of the competition take off one sneaker or boot (the main thing is that the Shoes are with laces) and put them in a circle. Then they are blindfolded. Everyone should find their shoe and tie it. The winner is the one who completed the task first.

"The fastest". Each participant is given a ribbon. In 30 seconds, you need to tie tight knots on it (the more, the better). Then the participants exchange ribbons. The task is to untie all the knots. Who quickly?

The most numerous. It is necessary to collect as many people from your expedition as possible in a hoop.

"The most sporty" (relay race). There are two teams involved. You need to do the following:

Run to the chair;

Turn it over;

Put on a skirt and scarf;

Sit on a chair;

Shout "Hurray";

Take things off and turn the chair over;

Return to the next participant.

"The most sensual." On girls, young men-contestants glue hearts from self-adhesive paper anywhere. Then the boys are blindfolded, the girls are changed. It is necessary to remove all hearts without prompting.

"The most united". If the presenter says: "Unwound", then all participants throw their arms out to the sides. If the presenter says: "I got stuck with the neighbor on the right," then the participants hug the one who sits on the right. You can "wrap up" with your neighbor on the left, behind, in front, finally, all together.

How to make summer vacations that children spend in leisure centers, tourist or sports camps comfortable and interesting? How to entertain children, how to introduce each other and help them get comfortable in a new environment? Of course, with the help of general squad affairs, events, competitions and a variety of fun and educational entertainment. Therefore, counselors and organizers of children's recreation before the start of the season would be nice to replenish their "game piggy bank".

The proposed games and contests for summer recreation of children This is a selection of interesting new and popular old entertainment, mainly of a creative and educational nature, ideal for organizing children's leisure time in the summer.

1. Developing creative game "Word game".

The game is suitable for children from primary school age. Children are lined up in a circle. Their hands should touch so that one child's right palm rests on top of the other's left palm.

The game begins with a countdown, after which the presenter names the area of ​​reality from which the word should be named:

We will find words everywhere: in the sky and in the water,
On the floor, on the ceiling, on the nose and on the arm.
Haven't you heard that? It doesn't matter, we play the word ...

Leading: We are looking for words in ... the sky!

Here children in a circle, at a fast pace, must name something that occurs in the sky: a bird, an airplane, a cloud, the sun. When calling a word, a person slaps his palm on the palm of his neighbor.

If one of the children got confused and did not say a word or called it, but it was wrong, then he is out of the game. At the same time, the presenter starts reading the counting rhyme again, and the topic changes.

2. Creative game "Wonder-yudo-fish-whale".

Announce to the children that now they will be drawing an animal, but not a simple one, but a fantasy one. To do this, divide the guys into teams of three and give each group a sheet of paper folded in three according to the principle of an accordion.

The first member of each team must draw the head of any animal - it cannot be named to anyone. The leader must also watch so that the rest of the team does not see what the first player is drawing. Why you can build partitions from books on the table. Having wrapped part of the sheet with the drawn animal head inward, the sheet is passed to the second player. He draws the body of any beast; the third one needs to complete the drawing with "feet", that is, with paws, flippers, hooves, claws, etc.

As soon as the drawing is over, invite the teams to unfold the sheets and look at their wonderful animal. Be sure to provide these masterpieces for review by the rest of the teams, and then offer to jointly come up with names for the received "monsters". The best name is supposed to be awarded with a sweet prize.

A good ending to the game will be an exhibition of the created drawings.

3. The game "Neither .., nor me .."

Many have probably heard that about those who do not answer the question posed, they say that he is: "no, no me." The essence of this creative play in that you have to say your "be" and "me", and the opponents must guess what you mean.

So, the guys are divided into equal teams and receive a card with the name of the tale, an excerpt from which they must tell using only the first syllables. For example. The tale "Turnip" will look like this: "By de re. You are re bo bo. Ty de re, but you are not my ... ". The second team guesses and proposes its own version.

This is not so much a competition as just an excuse to have fun (it is better to stock up on more cards with fairy tales, for sure, the guys will want to repeat this fun again).

4. "Express Mail".

This kind of fun is best done at the very beginning of the season; it makes it possible in a playful way to focus on the names of all participants. Preparing for it, the organizer needs to draw two large posters with the names: Vitya, Nina, Sasha, Klava, Daria, Julia, Sonya, Kira, Slava, Borya. But you need to write these names so that you can cut them in half afterwards. We put the sheets with the endings of the names on two tables at the finish line. We cut the rest of both leaves into strips so that the beginning of each name falls on a separate card: Vi, Ni, Sa, Kla, Dar, Yu, So, Ki, Sla, Bo. These cards will be the "letters" that zealous workers of "high-speed mail" should deliver to the addressee.

We recruit three or four little postmen for each team and give them a back bag containing cards with the beginning of the names mentioned. Their task is to quickly go to the table, open their bag, get the first card they come across and correctly attach it to the end of the name written on the sheet. Then the child returns to his team and gives the bag to the next player.

For the quick completion of the task, the team receives three points. Then points are awarded one for each correct name. The winners in this dating game are determined by the total score.

5. A fun game "Cuckoo, sing in your ear!"

The organizer of the game explains the condition to whom he will unexpectedly (!) Point with his hand (or a pointer), must quickly show his answer, not in words, but by movement, while everyone shouts in chorus: "That's it!"

How are you?
- Like this! (you can show your thumb)
- How are you sailing?
- Like this! (show the movements of the swimmer)
- And you see?
- Like this!
- Are you running?
- Like this!
- Are you expecting lunch?
- Like this!
- Are you waving after?
- Like this!
- Do you sleep in the morning?
- Like this!
- How are you naughty?
- Like this!

7. "Little Princes and Princesses".

First, it is worth telling the children a little about the Little Prince and his wonderful travels to different planets with such funny and even sad inhabitants like the King, Rose and Lamb. It would be very nice for the general cultural development to show the kids reproductions of Exupery's author's drawings and to clarify that the writer not only invented his characters out of his head and recorded in the words of his characters, but also painted them.

Then you can invite the children and themselves to be "authors" and come up with their own planet with special inhabitants. And then, like little princes, travel on them. To do this, they will need inflated balloons and colored markers. Let the presenter show you how you can draw different inhabitants of this small blue, pink or green planet on a ball using felt-tip pens. Moreover, warn the guys that these will not necessarily be people: you can dream up and come up with some new creatures.

We do not recommend asking children a time limit, as this will reduce the level of creativity. Give your little ones the opportunity to express themselves in a relaxed environment, and then ask everyone to talk about their inhabitants.

8. According to the "Stages of Development".

An interesting and fun scenario for a children's health camp.

"Fair fun"

General gathering at the summer stage.

Fanfare sounds, the presenter enters the stage.

Leading. Hello dear guys, dear adults and all guests! This is not the first time we get together to have fun and usefully.

Cheerful music sounds, a buffoon runs out (breathing heavily).

Buffoon... Hello everyone, hello, hello !!! Hello host! I'm a little late!

Leading... Hello, buffoon. Where have you been?

Buffoon... I've been running, playing and entertaining people all day, and now I've come to amuse you!

Leading... Great! What nursery rhymes have you prepared for us?

Buffoon. We will have "Fair fun"!

Leading... What is it?

Buffoon. Now all the guys will disperse in the park, where my friends, funny entertainers, will be waiting for them. Children need to actively participate in competitions. The more they visit the fairgrounds, the more chances they have of earning tokens.

Leading... Why do they need these tokens?

Buffoon. To exchange tokens for valuable gifts and prizes.

Leading... Our fair will last about 30 minutes. As soon as you earn a few tokens, you can exchange them for prizes at our exchange office.

Pulls out a poster with the "Prize List".

Prize list:

7 tokens - puzzles;

5 tokens - packages, glowing keychain;

4 tokens - colored cardboard, felt-tip pens, "Cockerel" keychain;

3 tokens - a notebook, colored paper, a larger notepad, pencils, sharpeners, a Heart keychain;

2 tokens - a notebook (small), pens, diligent rubber bands (large);

1 token - diligent rubber bands (small), calendars, butterflies, a ball.

Buffoon. It turns out that the more tokens the guys have, the more prizes.

Leading. Right!

Buffoon. We will announce the end of the fair, after which we are waiting for you here again, because another surprise awaits you - a disco!

Leading... Well guys, are you ready to play in our fair?

Buffoon. Then go ahead!

Agility

A circle with a diameter of about 2 meters is drawn on the ground. Two participants stand in a circle. They hold their hands behind their backs and try to push each other out of the circle. Whoever won gets a token.

Accurate shooter

A bunch of cones are prepared in advance. A bucket is suspended from a tree on a rope. The bucket swings slightly, the participants must hit the bucket with a bump. Five tries - three hits - one token.

Movable walls

Several people gather. They join hands and line up in two rows opposite each other. Two people stand along the edges of this "corridor" opposite. Participants must run to opposite places until the "walls" are closed. The “walls” are closing slowly at first, then faster and faster under the words: “There was a grandmother near the river, the grandmother wanted to swim in the river. I bought soap, I bought a washcloth, our song is good, start over. " Who of the participants did not stay in the "living corridor" receives a token.

Merry kidnapping

A circle is drawn. Various objects are placed in this circle, the watchman sits down, he is blindfolded. Several people are thieves, they get up one after another, slowly pass through the circle and must steal the item. Thieves have one shot. The watchman must prevent this from happening. Whoever got the kidnapped gets a token.

Guess the melody

An accordion player or musician playing any instrument performs a children's melody. Who guessed it, raises his hand. That's right - gets a token. Then everyone sings one verse and chorus in chorus. Etc.

Compliments

The two participants stand opposite each other and begin to compliment each other. Whoever calls more will win. Receives a token.

Gibberish

The words are called the other way around. Correctly named five words - one token. Paper - Agamub

Pencil - Shadnarak

Toad - Lampshade

Vase - Azav

Parrot - Iagupop

Nightingale - Ievolos

Monitor - Rotin

Wood - Overed

Car - Anisham

Watch - Ysach

Marker - Rekram

Bucket - Ordev

River - Aker

Sky - Aubin

Airplane - Telomas

Grass - Avart

 

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