Funny sports competitions for schoolchildren indoors. Fun relay races for kids

« Fun starts»

for children and parents

Goals:

1. Propaganda healthy lifestyle life

2. Development of the personality of the child on the basis of mastery physical culture and involving them in systematic physical education;

3. Raising a sense of collectivism, camaraderie, mutual assistance, creative thinking.

Inventory: skittles, hoops, basketballs, big balls,

Hall decorated with balloons, garlands, Happy Starts posters and health proverbs.

Leading : Hello dear children and distinguished guests! We are very pleased to see all of you today in our gym! We are starting the funniest of all sports and the most athletic of all fun games- Happy Starts! And our gym turns into a fun stadium! Competitors will compete in strength, agility, ingenuity, speed!

Team View (name, motto).

We think that our participants are ready to take part in competitions. Dear fans, let's greet our teams again.

Jury presentation.

Leading. Before the start of the competition, we need to remember the rules that should never be violated by players.

Losing, in no case be angry, mischievous and offended!

Long live good faces, and let those who are angry be ashamed!

I wish the participants of the competition good luck and success.

Leading:

When you go to storm the relay race,

Victory is not very visible to us.

But still we will reach victory,

No fluff, you team, no pen!

Relay "Running at speed"

Team members run to the limit sign and back, with a clap on the palm of their hand, they pass the baton. The team that finishes the run the fastest wins.

Relay "Kangaroo".

Whose team will jump next? Team members take turns jumping from a place. Each next one starts jumping from the landing site of the previous jumper. The team with the longest jump length wins.

Relay race "Crossing in hoops"

The captain and the first participant climb into the hoop and move to the limit sign, the first participant remains, and the captain with the hoop returns for the second participant. And so on until the captain transfers the entire team.

Relay "Penguins".

In one direction, players move by jumping, with the ball sandwiched between their knees. Back - take the ball in your hands and run back.

Relay "Friendship".

Holding a balloon with their foreheads and holding hands, two team members run to the limit sign and back. At the start line, the baton is passed to the next pair.

Relay "Coupling of wagons".

The first participant runs to the wall and back, takes the second participant by the hand, runs to the wall and back, takes the third participant by the hand and runs with the whole team, etc.

Relay "Roll over the field".

Run backwards and use the hoop to roll big ball to the limit sign and back.

Leading:

Say the proverb.

We all need health. No wonder the people came up with a lot of proverbs and sayings about this. Do you know them? We will find out now.

Health is more expensive than ... wealth.

Do not ask for health, but look at .... face.

Move more, you will live ... longer.

God did not give health - and will not give .... the doctor.

A person's illness ... ... does not paint.

Take care of the dress again, health .... from a young age.

A kind person is healthier…. evil.

Meet the morning with exercises, see off the evening .... with a walk.

Eat garlic and onions - you won’t take ... ailment.

The desire to get well helps .... treatment.

Health is more expensive.... money.

I will be healthy and money .... I will get.

Health .... you can’t buy.

Bitter treats, and sweet ... .. cripple.

Evening walks are useful, they remove .... illness.

Healthy everything ... .. great.

kind word heals, and evil .... cripples.

IN healthy body-… healthy spirit.

Lie down after lunch, after dinner…. walk around.

What crawled into the mouth, then .... useful.

Sit and lie down, illnesses .... wait.

To be kind is to live long ... to live.

Walk more, you will live ... longer.

Lack of sleep - health ... .. you lose.

Greed for health…..foe.

It is easy to get sick, to recover - .... difficult.

Whoever lies a lot, at that side .... hurts.

Moderation is the mother of...health.

Cleanliness is the key to ... ..health.

Relay "Without slippers"

Before the relay race, the participants are requested to take off one sports slipper and put it in a box, each team in its own.

At the start, each participant stands in one slipper. The second ones are in a box at the other end of the hall. On a signal, the first one runs to the box, and everyone puts on their second slipper, then runs to their team and passes the baton to the second, at the end everyone lines up in one line.

Relay race " Race walking"

In the relay, the walking process will be as follows: the participants, taking a step, must put the heel of one foot close to the toe of the other. That is, with each step, the participants will move forward only the length of the sole of their shoes. Reach the limit sign, put the ball down, and return with the same step. The next participant must come and take the ball, etc.

Relay "Gatherings"

Team members sit on the sports benches in the back of the head to each other and pass the ball to the player sitting behind. The last one with the ball runs, sits forward and passes the ball again. The relay continues until the players are in their places.

Leading: And now let's give the floor to the jury and find out whose team today became the best, fastest, most attentive, most friendly and athletic.

So, let's listen to our jury: ... (summing up).

Team awards . Teams are awarded medals for I, II and III places and sweet prizes.

Leading: And so our holiday ended. All team members showed their dexterity, strength, speed. And most importantly - got a charge of vivacity and mass positive emotions! Once again, we congratulate everyone on the holiday! Go in for sports, strengthen your health, develop strength and endurance! See you soon!

The teams are lined up in one column one at a time in front of the backboards at a distance of 2-3 meters. At the signal, the first number throws the ball around the ring, then puts the ball down, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.

Artists

In the center of the circle or stage are two easels with paper. The host calls two groups of five people. At the leader’s signal, the first from the group take coal and draw the beginning of the drawing, at the signal they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone should be involved in drawing.

The tasks are simple: draw a steam locomotive, a bicycle, a steamer, a truck, a tram, an airplane, etc.

Running with three balls

On the start line, the first one takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1m, puts them on the floor.

Instead of large balls, you can take 6 tennis,

Instead of running, jumping.

turnip

There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with a picture of a turnip.

The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Relay with hoops

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Relay with hoop and rope

Teams are built as if they were in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. On a signal, the player with the hoop rushes forward, jumping over the hoop (as if jumping rope). As soon as the player with the hoop crosses the start line of the opposite column, the player with the rope starts, who moves forward by jumping the rope. Each participant, after completing the task, passes the inventory to the next player in the column. This continues until the participants complete the task and change places in the columns. Runs are prohibited.

Porters

4 players (2 from each team) stand on the start line. Everyone gets 3 big balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and it is also not easy to pick up a fallen ball without assistance. Therefore, porters have to move slowly and carefully (the distance should not be too large). The team that completes the task the fastest wins.

Ball race underfoot

Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team leans down, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, and so on. The team that completes the relay the fastest wins.

Three jumps

The participants are divided into two teams. At a distance of 8-10 m from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, picks it up, makes three jumps on the spot, puts it down and runs back. The 2nd takes the hoop and makes three jumps through it and the rope and the hoop alternate. Whose team can do it faster, that one will win.

Forbidden movement

The players, together with the leader, stand in a circle. The leader takes a step forward to be more visible. If there are few players, then you can build them in a line, and stand in front of them yourself. The leader invites the guys to perform all the movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the "hands on the belt" movement. The leader begins to make different movements to the music, and all the players repeat them. Unexpectedly, the leader performs a forbidden movement. The participant of the game, repeating it, takes a step forward, and then continues to play.

ball race

The players are divided into two, three or four teams and stand in columns one at a time. Those in front have a volleyball. At the signal of the leader, the transfer of balls back begins. When the ball reaches the one standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and starts passing the ball back, etc. The game continues until each of the team players is first. It is necessary to make sure that the ball is passed with straight arms with an inclination back, and the distance in the columns would be at least a step.

Passed - sit down!

The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column one at a time. Captains stand in front of each column facing it at a distance of 5 - 6 m. Captains receive a volleyball. On a signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then the third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player of his column, the captain lifts it up, and all the players of his team jump up. The team with the fastest players to complete the task wins.

Snipers

Children stand in two columns. Place a hoop at a distance of 3m in front of each column. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If the child hit, then his team counts 1 point. Outcome: whoever has more points, that team won.

needle eye

There are 2 or 3 hoops on the ground along the relay line. Starting, the first one must run to the first hoop, pick it up and pass it through itself. Then with the next hoops also. And so on the way back.

relay race with rope

The players of each team are built behind the common starting line in a column one at a time. A turntable is placed in front of each column at a distance of 10 - 12 m. On a signal, the guide in the column runs out from behind the starting line and moves forward, jumping over the rope. At the turntable, he folds the rope in half and intercepts it in one hand. He moves back, jumping on two legs and rotating the rope horizontally under his feet. At the finish, the participant passes the rope to the next player of his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.

Counter relay with bars

Children are divided into teams of 6 - 8 people each. Participants are built in oncoming columns one by one at a distance of 8 - 10 m from one another. The guides of the columns of the first group receive 3 wooden bars, the thickness and width of which are at least 10 cm, the length is 25 cm. Putting 2 bars (one on the start line, the other in front, a step away from the first), each of the managers stands on the bars with both feet , and holds the third bar in his hands. On a signal, the player, without leaving the bars, puts the third bar in front of him and transfers the leg that was behind him to it. He shifts the freed bar forward and transfers his leg to it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the start line, does the same. The winner is the team whose players quickly change places in the columns.

Animal Relay

The players are divided into 2 - 4 equal teams and line up in columns one at a time. Players in teams take the names of animals. Those standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the educator, team members must jump to a given place in the same way as real animals do. The team of "wolves" run like wolves, the team of "hares" - like hares, etc.

Rhythmic relay race with sticks

The game is played between two or more teams that line up in columns in front of the start line. The first team players in the hands gymnastic sticks. At the signal of the leader, the players run with them to the counter, located 15 m from the start line, run around it and return to their columns. Holding a stick by one end, they carry it along the column under the feet of the players, who, without moving from their place, jump over it. Once at the end of the column, the player passes the stick to the partner in front of him, the next one, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all players have covered the course.

Stripe jumping

On the floor across the site, there are strips 50 cm wide. The team players stand on one side of the site. On a signal, the first players begin to jump from strip to strip. Jumps can be performed from foot to foot, two at the same time, etc. - on the instructions of the teacher. Those who complete the task correctly receive a point. The team with the most points wins. Repeated 2-3 times.

unload the car

Children are invited to unload "cars" with "vegetables". Cars are placed against one wall, and two baskets are placed opposite them against the other wall. Near the baskets, one player stands up at a time and, on a signal, they run to the cars. You can carry vegetables one at a time. Vegetables should be the same in all machines, both in quantity and volume.

Other members can then "load" the machines; In this case, the players stand at the cars, run to the baskets on a signal and transfer the vegetables to the cars.

Cars can be boxes, chairs; vegetables - skittles, cubes, etc.

These competitions will help educators and parents to entertain children. They can be used in class festive events, at home, on the street.

Firefighters

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

Who is faster

Children with jump ropes in their hands stand in a line 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 down. After the agreed signal, all children simultaneously jump in the direction of the laid cord. The one who gets close to her first wins.

Hitting the ball on target

At a distance of 8-10 m, a skittle or a flag is set. Each team member gets the right to one throw, he must try to knock down the target. After each throw, the ball is returned to the team. If the target is knocked down, it is set to its original place. The team with the most accurate hits wins.
- the ball does not fly, but rolls on the ground, thrown by hand,
- players kick the ball with their feet,
- Players throw the ball with both hands over their heads.

Ball in the ring

The teams are lined up in one column one at a time in front of the backboards at a distance of 2-3 meters. At the signal, the first number throws the ball around the ring, then puts the ball down, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.

Artists

In the center of the circle or stage are two easels with paper. The host calls two groups of five people. At the leader’s signal, the first from the group take coal and draw the beginning of the drawing, at the signal they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone should be involved in drawing.
The tasks are simple: draw a steam locomotive, a bicycle, a steamer, a truck, a tram, an airplane, etc.

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), roll up a snowball as large as possible. The group that rolls up the largest snowball by the specified time wins.

Running with three balls

On the start line, the first one takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1 m, puts them on the floor.
- instead of large balls, you can take 6 tennis balls,
instead of running, jumping.

Chain

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

Inflate a balloon

For this contest you will need 8 balloons. 8 people are selected from the hall. They give out balloons. At the command of the host, the participants begin to inflate the balloons, but so that the balloon does not burst when inflated. The one who completes the task first wins.

turnip

There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with the image of a turnip.
The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Relay with hoops

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Relay with hoop and rope

Teams are built as if they were in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. On a signal, the player with the hoop rushes forward, jumping over the hoop (as if jumping rope). As soon as the player with the hoop crosses the start line of the opposite column, the player with the rope starts, who moves forward by jumping the rope. Each participant, after completing the task, passes the inventory to the next player in the column. This continues until the participants complete the task and change places in the columns. Runs are prohibited.

Porters

4 players (2 from each team) stand on the start line. Everyone gets 3 big balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and it is also not easy to pick up a fallen ball without assistance. Therefore, porters have to move slowly and carefully (the distance should not be too large). The team that completes the task the fastest wins.

Ball race underfoot

Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team leans over, catches the ball and runs forward along the column with it, stands at the beginning of the column and again sends the ball between the legs apart, etc. The team that finishes the relay the fastest wins.

Three jumps

The participants are divided into two teams. At a distance of 8-10 m from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, picks it up, makes three jumps on the spot, puts it down and runs back. The 2nd takes the hoop and makes three jumps through it and the rope and the hoop alternate. Whose team can do it faster, that one will win.

hoops race

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

Quick threes

Players stand in a circle in threes - one after the other. The first numbers of each three join hands and an inner circle is formed. The second and third numbers, holding hands, form a large outer circle. On a 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. On the second signal, the players release their hands and stand in their triples. Each time the circles move in the other direction. The players of the trio who gather faster get the winning point. The game is played 4 - 5 minutes. The trio with the most points wins.

Forbidden movement

The players, together with the leader, stand in a circle. The leader takes a step forward to be more visible. If there are few players, then you can build them in a line, and stand in front of them yourself. The leader invites the guys to perform all the movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the “hands on the belt” movement. The leader begins to make different movements to the music, and all the players repeat them. Suddenly, the leader performs a forbidden movement. The participant of the game, repeating it, takes a step forward, and then continues to play.

Politeness check

This contest is a trick and is only held once. Before the start of the boys' competition, a girl passes in front of them and, as if by chance, drops her handkerchief. The winner is the boy who guessed to pick up the handkerchief and politely return it to the girl. After that, it is announced that this was the first competition.
Option: if the competition is between two teams, then the point is awarded to the one from which the most polite boy was.

Good fairy tale

A fairy tale with a sad ending is taken as a basis (for example, the Snow Maiden, the Little Mermaid, etc.). And the task is given to the 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 fun way wins.

Train

The participants of the game are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows.
Ahead of the chain are becoming stronger and more dexterous participants - "clockwork". Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and pull each in their own direction, trying to either break the enemy’s chain or pull it over the intended line.
Rule: start pulling exactly at the signal.

Story competition folk tales

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

Speak without mistakes

Whoever speaks these proverbs better, he will win:
Sasha walked along the highway and sucked dry.
Carl stole the corals from Clara, and Clara stole the clarinet from Carl.
The ships tacked, tacked, but did not catch.
He reported, but under-reported, and began to report - he reported.

Night travel

The host 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 freeway made from sports skittles. Having handed the steering wheel to the driver, the leader offers to practice and drive so that not a single column is knocked down. The player is then blindfolded and led to the steering wheel. The host gives a command - a hint where to turn to the driver, warns about the danger. When the path is completed, the leader unties the driver's eyes. Then the next participants in the game “go”. The one who knocks down the pin the least wins.

Sharp arrows

A target is attached to 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.

keep your balance

With their arms outstretched to the sides, the players, like tightrope walkers, walk along the very edge of the carpet.
The winner is the one who last leaves the race.

Horror

The conditions are as follows - there are five eggs in the cassette. One of them is raw, warns the presenter. The rest are boiled. It is necessary to break the egg on the forehead. Whoever gets raw is the brave one. (But in fact, the eggs are all boiled, and the prize is just the last participant - he consciously risked becoming a laughingstock.)

Cheerful Orchestra game

An unlimited number of people participate in the game. A conductor is chosen, the rest of the participants are divided into balalaika players, harmonists, trumpeters, violinists, etc., depending on the number of participants. At the signal of the conductor, who points to a group of musicians, they begin to “play” to the motive of any well-known song: balalaika players - “Shake, shake”, violinists - “tili-tili”, trumpeters - “turu-ru”, harmonists - “tra- la-la." The complexity of the task lies in the fact that the pace of the change of musicians is constantly increasing, the conductor points to one or the other group, and if the conductor waves both hands, then the musicians must “play” all together. You can complicate the task, if the conductor waves his hand strongly, then the musicians should “play” loudly, and if he waves a little, then the musicians “play” quietly.

Game "Collect a bouquet"

There are 2 teams of 8 people each. 1 child in the team is a gardener, the rest are flowers. On the head of flower children are caps with the image of flowers. Flower children squat in a column one by one at a considerable distance from each other. At a signal, the gardeners run to the first flower, which grabs the gardener behind his back. The two of them are already running to the next flower, etc. The team that first ran to the finish line wins.

ringlet

You will need a long cord and a ring. Pass the cord through the ring and tie the ends. Children sit in a circle, put a cord with a ring on their knees. In the center of the circle is the driver. Children imperceptibly from the driver move the ring from one to another (not necessarily in one direction, you can move the ring in different directions). At the same time, music sounds, and the driver carefully monitors the movements of the ring. As soon as the music is stopped, the ring also stops. The driver must indicate who has the ring now. If you guessed correctly, it changes places with the one who had the ring.

And I!

Mindfulness game.
Rules of the game: the host tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “and I” if the action referred to in the story can be performed by a person or remain silent if the action is not suitable. For example, the leader says:
“Once I went to the forest ...
All: "Me too!"
I see a squirrel sitting on a tree ...
-…?
Squirrel sits and gnaws nuts ...
— ….
- She saw me and let's throw nuts at me ...
-…?
I ran away from her...
-…?
I went the other way...
— ….
- I'm going through the forest, picking flowers ...
— …
- I sing songs ...
— ….
- I see a goat nibbling grass .... -…? - I'm whistling...
— ….
- The goat was frightened and galloped off ...
-…?
- And I went on ...
— …
There are no winners in this game - the main thing is a cheerful mood.

repeater

Children stand in one line. I choose the first participant by lot or counting. He becomes facing everyone and performs some movement, for example: clapping his hands, jumping on one leg, turning his head, raising his hands, etc. Then he stands in his place, and the next player takes his place. He repeats the movement of the first participant and adds his own.
The third player repeats the two previous gestures and adds his own, and the rest of the participants in the game do so in turn. When the whole team finishes the show, the game can go around the second round. The player who fails to repeat any gesture is out of the game. The last child left is the winner.

Sparrows and crows

You can play together with a child, but it is better with a company. Agree in advance what the sparrows will do and what the crows will do. For example, with the command "Sparrows" - the children will lie down on the floor. And with the command "Crows" - climb onto the bench. Now you can start the game. An adult slowly pronounces “In - ro - ... we!” Children must quickly complete the movement that was given to the crows. Who completed the last or mixed up - pays forfeit.

Pinch feathers

You will need clothespins. Several children will be catchers. They are given clothespins that they attach to their clothes. If the catcher catches one of the children, he attaches a clothespin to his clothes. The catcher who first frees himself from his clothespins wins.

Looking for a ball

Participants of the game stand in a circle and close their eyes. The leader takes a small ball or any other small object and throws it away to the side. Everyone listens carefully, trying to guess by the sound where the ball fell. At the command "Search!" children run into different sides looking for the ball. The winner is the one who finds it, quietly runs up to a prearranged place and knocks with a stick with the words “The ball is mine!”. If other players have guessed who has the ball, then they try to catch up with him and knock him down. Then the ball goes to the player who caught up. Now he is running away from the others.

glomerulus

Children are divided into pairs. Each pair is given a ball of thread and a thick pencil. At the signal of the leader, the children begin to rewind the ball onto a pencil. One of the children holds a ball, the second winds the thread around a pencil. The pair that completes the job the fastest wins. The second prize can be awarded for the most accurate ball.

Two rams

This game can be played in pairs. Two children, legs wide apart, tilt their bodies forward, rest their foreheads against each other. Hands are clasped behind the back. The task is to confront each other without moving, as long as possible. You can make the sounds "Be-e-e."

Potato

Invite the children to check attentiveness, observation and speed of reaction. It's very easy to do. Let the guys answer any of your questions: “Potato”. Questions can be addressed to everyone, and sometimes it is better to ask one. For example: “What do you have in this place?” (pointing to his nose).
The reaction is easy to imagine. Whoever makes a mistake is out of the game. Do not forget to forgive the most inattentive after the first two questions, otherwise you will not have anyone to continue the game with. Here are some questions you can ask:
- What did you eat for lunch today?
- What would you like to eat for dinner?
— And who is late and now enters the hall?
What did your mother bring you as a present?
What do you dream about at night?
- What is the name of your favorite dog? … and so on.
At the end of the game, give the winners - the most attentive guys - a comic prize - a potato.

truckers

Plastic glasses or small buckets of water filled to the brim are placed on children's trucks. Ropes of the same length are tied to the cars (according to the height of the child). On command, you need to quickly “carry the load” from start to finish, trying not to spill the water. The winner is the one who reached the finish line the fastest and did not spill the water. You can make two prizes - for speed and for accuracy.

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 can do it first is the winner.

dexterous janitor

To play, you need to prepare a broom, “leaves” (You can use small sheets of paper). A circle is drawn - this is the place of the "janitor." A janitor is selected. "Janitor" with a broom becomes a circle. At the signal of the presenter, the rest of the participants depict the “wind”, that is, they throw papers into the circle, the “janitor” sweeps the garbage. "Janitor" is considered the winner if after the agreed time (1-2 minutes) there is not a single piece of paper in the circle.

self-portrait

On a sheet of drawing paper or cardboard, two cuts are made for hands. Participants take each of their sheets, putting their hands through the slots, draw a portrait with a brush, without looking. Whoever's "masterpiece" turned out more successfully - takes the prize.

"Monkey"

Children are divided into two teams. After that, the players of the first team confer and think of a word to one of the players of the second team. His task is to show this word to the members of his team only with gestures, without using any sounds and words. When the word is guessed, the teams change places.
Depending on the age of the participants, the complexity of the hidden words may vary. Starting with simple words and concepts, such as "car", "house", and ending with complex concepts, the names of films, cartoons, books.

Snowflake

Each child is given a "snowflake", i.e. by a small ball of cotton. Children loosen their snowflakes and, at your signal, launch them into the air and begin to blow on them from below so that they stay in the air as long as possible. The smartest one wins.

Land - water

Participants of the competition stand in one line. At the word of the leader "land" everyone jumps forward, at the word "water" - back. The competition is held at a fast pace. The host has the right to pronounce other words instead of the word “water”, for example: sea, river, bay, ocean; instead of the word "land" - coast, land, island. Those jumping out of place are eliminated, the winner is the last player - the most attentive.

Draw a portrait

Participants try to draw a portrait of any of the people sitting opposite. Then the leaves are started in a circle. Each on the reverse side will try to write who he recognized in this portrait. When the leaves, having passed in a circle, return to the author, he will count the number of votes of the participants who recognized the drawing. The best artist wins.

Lock

Players are given a bunch of keys, a closed padlock. It is necessary to pick up the key from the bunch as soon as possible and open the lock. You can hang the lock on the cabinet where the prize is hidden.

Sniper

All the players close their eyes and pull from a pile of matches one at a time. You cannot show your match to a neighbor. One of the matches is broken, and whoever takes it out becomes a sniper. Then everyone opens their eyes, the day begins. A sniper can kill a player by looking into his eyes and winking. "Killed" leaves the game and loses the right to vote.
If one of the players witnesses the “murder”, he has the right to say it out loud, at this moment the game stops (that is, the sniper cannot kill anyone), and the players find out if there are any more witnesses. If not, the game continues, and if there is, the angry players lynch the suspect, taking the match away from him and thus finding out if they made a mistake. The task of the sniper is to shoot everyone before he is exposed, the task of everyone else is to expose the sniper until he shoots everyone.

Chinese football

The players stand in a circle facing outward, with their feet shoulder-width apart, so that each foot stands close to the neighbor's symmetrical foot. Inside the circle there is a ball that the players try to score into each other's goal (that is, roll the ball between their legs with their hands). The one between whose legs the ball rolls removes one hand, after the second goal - the second, and after the third - leaves the game.

Aram-shim-shim

The players stand in a circle, alternating by gender (that is, a boy-girl-boy-girl, and so on), in the center is the driver. The players rhythmically clap their hands and say the following words in chorus: “Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, show me! And once! And two! And three! ”, At this time, the leader, closing his eyes and pointing forward with his hands, rotates in place, when the text ends, he stops and opens his eyes. The representative of the opposite sex closest in the direction of rotation to the place shown by him also goes to the center, where they stand back to back. Then everyone else clap their hands again, saying in chorus: “And once! And two! And three!". On the count of three, those standing in the center turn their heads to the sides. If they looked in different directions, then the driver kisses (usually on the cheek), the one who left, if in one direction, they shake hands. After that, the driver stands in a circle, and the one who leaves becomes the driver.
There is also a version of the game in which for the representatives of the stronger sex, spinning in the center, the words “Aram-shim-shim, ...” are replaced by “Wider, wider, wider circle! He has seven hundred girlfriends! This one, this one, this one, this one, and this one’s beloved!”, although in general it doesn’t matter.
Playing the game on younger age, it makes sense to replace kisses with scary faces that the two in the center make each other.

And I'm going

The players stand in a circle facing inward. One of the seats remains free. The one who is standing to the right of the free space says loudly “And I'm going!” and goes to it. The next one (that is, the one who is now standing to the right of the empty seat) says loudly “Me too!” and goes to it, the next one says "And I'm a hare!" and also occupies a place on the right. The next one, passing, says “And I'm with ...”, and calls someone from those standing in a circle. The task of the one who was called to run across to an empty seat. In this game, you can add a driver who will wedge into an empty seat when someone thinks too long.

Game "Flashlights"

This game is played by 2 teams. Each team has 3 yellow balls. At the command of the presenter, the audience begins to pass the balls from hand to hand from the first row to the last. You need to pass the balls (fire) with your hands up and return them back in the same way without extinguishing the fire (i.e. without bursting the ball).

Contest "Who will collect coins faster"

The competition is attended by 2 people (more possible). Game coins made of thick paper are scattered on the site. The task of the participants is to raise money blindfolded. The winner is the one who collects more coins faster and more. This contest can be repeated 2-3 times.

Rain

Players are freely placed in the room. With the beginning of the text, everyone performs arbitrary movements. With the last word “stopped”, all movements stop, the participants in the game seem to freeze. The leader, passing by them, notices the one who has moved. He is out of the game. A wide variety of movements can be used, but always standing still. At the end of the game, the host also notes those who performed the most beautiful or complex movements.
Text:
Rain, rain, drop
water saber,
I cut a puddle, I cut a puddle,
Cut, cut, did not cut
And tired, and stopped!

Surprise

A rope is pulled across the room, to which are tied with strings
various small prizes. The children are blindfolded in turn,
scissors and they cut off their prize with their eyes closed. (be
Be careful not to leave children alone during this game!).

cockroach race

For this game, you will need 4 matchboxes and 2 threads (based on two participants). The thread is tied to the belt in front, a matchbox is tied to the other end of the thread so that it hangs between the legs. The second box is placed on the floor. Swinging, like a pendulum, the boxes between the legs, the participants must push the boxes lying on the floor. Whoever completes the predetermined distance faster is considered the winner.

Fishing

A deep plate is placed on the chair, the participants must take turns throwing a button or a cork from a bottle into it from a distance of 2-3 meters, trying to hit it so that the button remains in the plate.
This simple game very captivating and captivating children.

watchman

The guys sit on chairs so that a circle is formed. Behind each person seated on a chair there must be a player, and one chair must be free. The player standing behind him must wink discreetly at any of those sitting in a circle. All seated competitors must face the player with the free chair. The seated participant, seeing that he winked, must quickly take a free seat. The functions of the players standing behind the seated ones are not to let their players go to the empty seats. To do this, they only need to put their hand on the shoulder of the seated person. If the "watchman" did not release the "fugitive", they change places.

One - knee, two - knee

Everyone sits down on the chairs again in a tight circle. Then everyone should put their hand on the right knee of the neighbor on the left. Have you put it down? So, and now, starting with the leader, clockwise along all the knees, in turn, a light clap of the hand should pass. First - the right hand of the leader, then the left hand of his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the leader, etc.
The first round is held so that the guys understand how to act. After that the game starts. The one who made a mistake during the game removes the hand that either delayed with its clap or produced it earlier. If the player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor, faster and faster, gives an invoice for which cotton should be produced. The last three players left win. and get a certificate for attestation?

The first participant puts on flippers, squats down and starts moving forward, jumping like a frog. Having reached the turn, he turns around to face his team. At this time, the next participant throws a tennis ball - a mosquito - to the frog. The frog must catch the prey and return home with it.

Ameliorators


The team stands on the start line, there is a stool at the turn, and on it is a deep plate of water. This will be the swamp. It must be dried. The first one runs to the stool, stops about 20 centimeters away from it and blows hard on a plate of water, trying to blow out as much water as possible from it. Then he runs back to pass the baton. You can blow only once and no closer than 20 centimeters from the plate.

Riders


The team is divided into pairs. In each pair, one will be the “horse”, the second “rider.” The “rider” sits on the “horse”.

Stranger in a hot air balloon


The participant in one hand takes a bucket in which balls, skittles, cubes, and so on. The other is a ball. And he runs with them to the finish line, where the hoop is located. The player places one item from the bucket into the hoop. Returning to the team, he betrays the bucket and the ball to the next participant. He does the same.

Spider weaving a web


4 people participate at the same time. They stand with their backs to each other and grapple with their arms bent at the elbows. Now the spider needs to quickly go from the start to the turn and back. But you will have to move not in a straight line, but along a cobweb thread. Let it be a rope laid on the ground or a line drawn in chalk. The line may have unexpected turns, zigzags.

Carrying the wounded


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

Penguin


You need 2 tennis balls. The task of the participant, holding the tennis ball with his feet at the level of the knees or ankles, carry it to the turning point and back. In this case, you can not jump or run. We need to go waddle, but as quickly as possible.

Diving


The first one stands on the start line, puts flippers on his feet, takes a glass of water in one hand and raises it above his head and runs back and forth. Add water to the glass if it spills. Invite your free hand to make movements similar to those of a swimmer.

watering machine


Needed: glasses, bottles of 0.5 liters and funnels (can be made of paper). Participants stand in pairs one after another. In the hands of the players of the first pair - an empty glass in one and a bottle filled with water in the other. At the turn there is a stool with a funnel. The first run, while one participant must pour water from the bottle into the glass of the other so as to fill the glass to the brim without stopping. Having reached the stool, the player with the glass must pour the water back. Then return the funnel to the stool and run back. The jury observes that the glass is filled to the brim during the run and how much water is lost from the bottle.

watering flowers


Flowers will replace empty jars, and for watering you will need a glass and a bucket of water for each team. Empty liter cans (4-6 pieces) are installed one after another along the entire line of motion. It is better to install them on stools. Next to the start line is a filled bucket of water. The first one takes a full glass of water and runs to "water the flowers". He must distribute the water in each jar so that there is approximately the same amount everywhere. When all the "flowers" are watered, the player runs to the turn, comes back and passes the glass. An equal amount of water in each of the cans is estimated.

Hitting the ball on target


At a distance of 8-10 meters, a skittle or a flag is set. Each team member gets the right to one throw, he must try to knock down the target. After each throw, the ball is returned to the team. If the target is knocked down, it is set to its original place. The team with the most accurate hits wins.
- the ball does not fly, but rolls on the ground, thrown by hand,
- players kick the ball with their feet,
- Players throw the ball with both hands over their heads.

The passage of the swamp


Each team is given 2 hoops. With their help it is necessary to overcome the "swamp". Groups of 3 people. On a signal, one of the participants in the first group throws the hoop to the ground, all three players jump into it. They throw the second hoop at such a distance from the first one that they can jump into it, and then, without leaving the space of the second hoop, reach out to the first with their hand. So, making jumps and throwing hoops, the group gets to the turning point. You can go back to the start line along the "bridge", that is, just roll the hoops on the ground. And at the start line, the hoops are passed to the next three. It is strictly forbidden to step foot outside the hoop - you can "drown".

Diving


You need a large bowl of water. Basins stand about a meter from the start line. Participants stand barefoot one after another. The task is for everyone to take turns jumping into a basin of water. But when jumping, you need to raise as many splashes as possible so that more water splashes out of the basin. You can not jump on the edge of the pelvis. If this happens, you will have to start all over again.

Long jump


The first jumps from a place in length. It does not move from its place until a line is drawn that fixes the landing site. Draw a line on the toes of the shoes. The next one puts his feet right in front of the line, without stepping over it. And he also takes the long jump. That's how everyone jumps. You must jump carefully and not fall - otherwise the result of the jump will be canceled.

Jumping and running with the ball


Participants stand in pairs holding hands. Each player has a ball in their free hand. The task is to jump together to the finish line without unhooking hands and without dropping the ball. In this case, the ball cannot be pressed to the body, back as well.

Jumping with a fixed ball


The first participant secures the ball between the knees, holds it in this position, starts jumping at the signal. Having jumped to the turning flag, he takes the ball in his hands, runs back and, not reaching his 1 meter, puts it down. If the ball fell out, pick it up, return to the place where the jumps were interrupted, secure the ball and continue the relay.
- the ball is placed on the head and held with one hand,
- the ball is pinched between the soles of the feet,
- the ball is fixed between the elbows in front of the chest.

Athlete angler


You will need a bucket of water, matches or small sticks according to the number of players, a tablespoon and a plate. In the hands of the first - a spoon and a plate. There is a bucket at the turn, in which matches-fish float on the surface of the water. The task of each participant is to run to the bucket-reservoir and use a spoon to catch one fish and put it in a plate-garden. Then return to the team and hand over the catch and the rod. Don't drop your catch or you'll have to start all over again. With fish, you need to scoop up some water.

From bump to bump


The players are divided into several teams and lined up in columns one at a time near the starting line. In front of each column from the start to the finish line (10-15 meters), 10-12 circles (bumps) with a diameter of 25-30 centimeters are drawn. At the command of the leader, the players standing first begin to jump from bump to bump, and when they reach the finish line, they return back running. The first person to arrive and his team gets a point. The game is played several times, and in conclusion, it is calculated who personally scored the most points and which team was the first in terms of the number of wins.

Siamese twins


Two participants stand with their backs to each other and tightly grapple with their hands. They run sideways. The backs of the players must be tightly pressed against each other.

horse racing


The player sits on a stool, holding the edges and helping himself with his feet, overcomes the distance back and forth.

rain gatherers


Strong helpers will be needed, such that they can lift a bucket full of water. Assistants have to make "rain". To do this, they will have to throw out the water from the buckets as high as possible, so that it returns from a height with splashes and drops. This rain will need to be collected by the whole team at the same time. To do this, each team member must have a glass. With this glass, he must catch as many drops from the sky as possible after three rain bursts. Then everything merges into one container and compared.

Race walking


The feet should not leave the ground for a single second, and the entire foot must be stepped on. Taking each step, it is necessary to put the heel of one foot close to the toe of the other, that is, move forward to the length of the sole. And since the players will move slowly, the distance for them can be determined at 5 meters, back and forth.

ball hold


Two are running. They stand facing each other and hold the ball with their foreheads. Hands are placed on each other's shoulders. If the ball falls down, pick it up and continue running from where it fell.
- the ball is held by the stomachs, and hands on the shoulders,
- the ball is held by the backs, and the hands are in the elbows.

Artists


A piece of canvas will be replaced by any one-color matter measuring 50 x 50 centimeters (or a handkerchief). The role of the brush will be played by an ordinary tablespoon. The paint will be replaced by water. At the turn, a "canvas" is fixed on the tablet (or lies on the ground). In the hands of the first participant is a spoon. On a signal, he starts moving, scooping up a spoonful of water from a bucket. He runs to the "canvas" and pours water on it. Then he comes back and passes the spoon. The team whose canvas gets wet the fastest wins.

travel turtle


Need a metal or plastic basin. The first participant gets on all fours, a pelvis is placed on his back with the bottom up. Now you need to go back and forth without losing your shell-pelvis.

Core of Baron Munchausen


Core - a ball on which is written: "core". Participants must saddle the core, holding it between their knees and holding it with their hands. At a signal in this position, they must make their way to the turning flag and back. If the balloon pops, the team is out of the game.

Loaches


In teams of 6-7 people. Each team lines up one by one. On a signal, the one standing first quickly turns around, after which the second one takes him by the belt and they rotate together, then three of them, and so on. The game ends as soon as the last member of one of the teams joins his column, and all the guys turn around the axis.

Express train


Flags are placed 6-7 meters from each team. On command "March!" the first players with a quick step (running is prohibited) go to their flags, go around them and return to the columns, where the second players join them, and together they again make the same path, and so on. The players hold each other by the elbows and while walking move their arms like a locomotive connecting rod. When the front player - the locomotive - returns to the place with a full complement, he must give a long whistle. The first team to arrive at the station wins.

To a new place


Two teams line up in columns one at a time. A line is drawn at a distance of 15-20 meters from them. At the signal of the leader, the first and second numbers of each team, holding hands, run over the line. The first numbers remain in a new place, and the second ones return, join hands with the third players and again run to the line. Then the second numbers remain, and the thirds return to combine with the fourths, and so on. The team that has all players on the other side first wins.

Relay with balls


Required for the game volleyballs by the number of commands. A chair is placed in front of each team 6-7 steps from the start line. The first numbers, having received the ball, run to their chairs, stand behind them and from this place throw balls to the second numbers, after which they return and stand at the end of their column. The second and subsequent numbers, having caught the ball, do the same. If the next player did not catch the ball, he must run after it, return to his place and only after that continue the game. The team that wins the ball, having bypassed all the players, will return to the first number earlier.

planting potatoes


Teams line up in front of the starting line. At a distance of 10-20 steps (depending on the size of the playground and the age of the players), 4-6 circles are drawn in front of the columns one and a half steps from one another. Those standing in front are given a bag filled with potatoes (according to the number of circles).
On a signal, the players with bags, moving forward, put one potato in each circle. Then they come back and pass the empty containers to the next players. They run forward to collect the planted potatoes and, having filled the bags, return to the third team number, who again runs forward to “plant potatoes”. After running, the player stands at the end of his column. All team players are required to complete the layout and collection of potatoes. At the same time, they must pick up the fallen potatoes, put them in a bag, and only after that continue to move.
The team that manages to finish planting and harvesting potatoes faster than others is considered the winner.
Instead of circles, you can put small plastic hoops in front of the teams, replace potatoes tennis balls. If there are no bags, you can take bags, baby baskets, buckets.

penguin run


Teams line up in columns in front of the starting line. The players standing first pinch between their legs (above the knees) a volleyball or medicine ball. In this position, they must reach the flag standing 10-12 steps away from them and go back, passing the ball with their hands to the second number of their team.
If the ball falls to the ground, you need to pinch it with your feet again and continue the game. Those who finish the run stand at the end of the column.
The team that manages to complete the relay faster and without errors wins.

Elena Burkatskaya
"Fun starts for adults." Scenario sports entertainment for teachers

Burkatskaya E. A, educator of the highest qualification category.

Leading: Hello dear friends! Today the teams of the most dexterous, quick-witted and smartest will prove in an honest and open duel that they deserve the title of "Champion!". Today on our site: in the competition "Merry Starts" teams meet: employees kindergarten. The motto of our competitions (all teams together with the leader)

Let's remember the old victories

And again we will put on sneakers!

Command representation: today the team "Oba-na" is participating in our competitions, the captain of the team: ....

Team captain: our motto is: “We are girls anywhere,

We are girls - "Both-on"!

Even though you burst

Even though you crack

Both come first!

Leading: And the Strelka team, team captain:….

Team captain: our motto is: “We are troubled girls,

If we don't win

At least let's have some fun"

Leading: as you know, every olympiad has its own song. Therefore, our first warm-up is a warm-up for breathing. We will perform the song of our Olympiad. It is called "Song of sports educators."

We're having fun, fun, fun

We are educators, which means

We can do everything

We'll run once and twice

Under the cries of loud "Hurrah!"

And let our back not really hurt

We go to the start

Suits with old sneakers

in the closet we will find

And in our gym

We will gather friendly teams.

Let it be very difficult for us tomorrow

But don't let anyone win.

Let's play fair!

We won't give up, no

You know so!

Leading: After such a good warm-up, we move on to the competition program.

Relay number 1.

Inventory: baton.

The first participant takes baton, runs, runs around the rack and, returning to the team, passes the baton to the next participant. The team that finishes the relay first wins.

Relay number 2.

Equipment: hoops, skittles.

3 hoops lie on the floor at an equal distance from each of the teams. The first participant receives three pins and, on command, carries them, placing one pin in each of the hoops, runs around the rack and, by touching his hand, passes the baton to the next participant. The next participant collects the pins from the hoops, runs around the rack and passes the pins to the third participant. The third participant sets the pins again. The team that finishes the relay first wins.

Relay №3.

Equipment: soft rugs.

Each team has two soft mats. With the help of which teachers need to move to the other end of the hall. Back to run.

Relay №4.

Inventory: plastic glasses with water.

Each of the two teams is given a plastic cup filled to the top with water. At a distance of 5 meters from each team, make a mark (check the box, draw a line). The task is to carry (run) the glass to the mark and back, then pass the glass to the next player. Each member of the team must carry the glass back and forth. The team with the most water left in the glass wins.

Relay №5

Inventory: 2 long ropes.

The whole team is involved. Participants tie their legs in such a way that the left leg is tied to right leg neighbor, and the right, respectively, to the left leg of the neighbor. In such a combination, the team must go to the other end of the hall, go around the pin and go back, while choosing the right tactics. When one player falls, the whole team returns to the starting point or is punished with a penalty point.

This concludes our competition.

While the jury is summing up, I ask the teams to untie their legs, remove the ropes.

Dear educators, you competed well today, and your fans cheered for you well, and this undoubtedly gave you strength. Let's turn around and greet our fans and all together, together, say "Thank you!"

Rewarding.

Our competitions have come to an end, but whatever their results, we will consider that Friendship! won today.