Relays with running. Sports relay races for children

"Counter relay"

The participants are built in columns and are located opposite each other at a distance of 15-20 m. The players standing in front of the columns on one side of the site have a volleyball. At the command "March!" players with balls run to the front of the second half of their team, located opposite, give them the balls and stand at the end of this column. The players who received the balls run to their half of the opposite team, give the balls to the next players, stand at the end of the column, etc. The team that finishes the relay first wins. Between relay races, you should perform an attention exercise.

"Relay with a stick"

Teams line up in columns. The first players have a baton in their hand. At the signal of the teacher, the first players, having reached the stipulated place, return and, running around their column, pass the wand to the next participant. The method of passing the baton is learned in advance. The team that finishes the relay first and makes the fewest mistakes wins.

In the first quarter, in each of the lower grades, in jogging, important attention should be paid to strengthening the arches of the foot. It is generally accepted that the muscles of the foot, which regularly work when walking and running, are always sufficiently trained. Actually it is not. Using a set of exercises that support and develop the spring properties of the foot, one should protect the foot from deformation of shock loads that occur during running (Fig. 3.1). It is necessary to start strengthening the muscles of the foot in the lessons physical education and then continue with independent homework.

Exercises without resting on the foot while sitting or lying down.

  • 1. Working with the foot, bend and unbend the fingers (Fig. 3.1, A).
  • 2. Taking the foot on yourself, bend and unbend your fingers (Fig. 3.1, b).
  • 3. In the middle position of the foot, bend and unbend the toes with an emphasis first on thumb, and then on the little finger, trying to bend the foot with a “propeller” (Fig. 3.1, V).
  • 4. In the middle position of the foot, bend the fingers, hold for 6-8 s, then straighten the fingers, spreading them apart (Fig. 3.1, G).
  • 5. Having done each exercise with the number of repetitions possible for yourself, you can move on to exercises loaded with your own weight.

Rice. 3.1.

Standing foot exercises.

I.i. - standing, hands freely along the body, legs together.

  • 1. "Caterpillar" forward. Bending your fingers, move forward (without pushing).
  • 2. "Caterpillar" back. Pull the toes towards you and arch the foot, lean forward slightly and shift the body weight to the front of the foot. Sharply unbending the foot and pushing off with your fingers, move back. This exercise is more difficult than the previous one.

In conclusion, they perform exercises in walking and running.

  • 1. Walking on toes, hands behind the head, elbows to the sides, keep the torso straight.
  • 2. Walking on your heels, without bending your legs and swinging your arms, as in normal walking.
  • 3. Walking on the outer part of the foot with a roll from the heel to the little toe. (Legs slightly bent and spread apart, groans should be placed in one line.) Hands move, as in normal walking.

4. Slow running on toes, jumping on toes on one and both legs, jumping with side steps with the right and left side forward, jumping in a squat on toes with turns to the right and left or moving forward with the right and left sides. You can include other exercises with different starting positions of the hands: on the belt, behind the head, to the sides, forward. Perform each exercise for 1-2 minutes, alternating with regular walking (for rest).

After training on grass, sand or elastic surfaces, the volume of loads can be increased.

IN 3rd grade running training continues with a change in the frequency of steps. In addition, the task is to teach children, on a signal, to change the length of steps quite accurately and quickly. Starting from this class, speed running is introduced into physical education lessons, as well as running with passing small obstacles.

When learning to run at speed, it is necessary to teach students to maintain all the correct rational movements and straightness of running at a fast pace. Special attention should be given to exercises that contribute to the development of the frequency of running steps.

The sequence of learning to run for speed can be as follows.

  • 1. Slow run followed by acceleration. Here it is important to monitor the preservation of ease of movement during acceleration and setting the foot from the toe.
  • 2. Imitation of hand movements while standing still. Bend your arms at the elbows. Hand movements start slowly and then accelerate. Perform the exercise 2-3 times for 10 s. The teacher draws the students' attention to the need for wide and free hand movements.
  • 3. Running with an acceleration of 20-25 m. The distance is divided by transverse stripes into three segments. In the first segment, the students run at an average pace, in the second - the pace of running increases, in the third - it becomes fast. Students then move on to slow run and walking. At the beginning of training, running is carried out in ranks, then in groups of 4-6 people.
  • 4. Running at speeds up to 40 m. A start line is drawn, a transverse line is drawn 20-25 m from it, and after another 15-20 m, a finish line. Students, having accelerated on the first 20-25 m, strive to run the zone marked with lines as quickly as possible. The exercise is performed in groups of 4-5 people or in pairs. For better development the speed of the pair is made up of students of equal strength.
  • 5. Running on "frequent horizontal stairs", i.e. along the lines drawn on the site 40 cm from one another. It is carried out in the form of competitions between teams. Exercise games and outdoor games are also used to develop running speed.

Trail running can include running, jumping, climbing, and balance exercises. The study of running with overcoming obstacles begins no earlier than the second half of the year - after students learn the basics of running around or overcoming obstacles. The number of obstacles and the degree of difficulty in overcoming them should increase from lesson to lesson. At first, you can overcome only one obstacle, for example, at a distance of 20 m, jump over a “ditch” 50-60 cm wide while running. Then the number of heterogeneous obstacles can be gradually increased to two or three. For example, schoolchildren must run a distance of 20 m, jump over a “ditch” or “shaft”, run around a “bush” (“tree”), run along a narrow, winding path.

After students master the correct running and walking, overcoming horizontal and vertical obstacles, you can move on to mixed movement on the ground. Field studies will allow you to apply the acquired knowledge and skills in natural conditions. For classes, a slightly rugged terrain with various obstacles is selected. Running is carried out at a uniform pace and alternated with regular walking. The length of the distance of mixed movement can reach up to 150-200 m. In the first lessons, individual runs should be small, more than half of the total distance of mixed movement is walked. By the end of training, the ratio of walking and running becomes approximately equal.

IN 3rd-4th grades the problem of controlling the speed of movement in running at different segments of the distance is solved. The ability to run for a long time should mean not only technical skills and abilities, but also what is called technical and tactical training in sports. Here the question of rational distribution of forces during running, control of the speed of movement, setting of breathing is sharpened. Younger students, as a rule, do not know how to run slowly and evenly, and they start any run with the maximum speed for themselves. To maintain a uniform speed, the following methodological technique can be used: on the first lap, the same speed is set for the entire class, and from about a third or half of the distance it is allowed to run at a pace convenient for each student. However, if the teacher, having set the pace of running, suddenly, for some reason, leaves the race, the children immediately turn on “jet speeds”. In such a situation, figurative comparisons can be used: ask the children to name famous cartoons in which one of the characters starts running too fast, and then has to stop halfway to take a breath. “So that this does not happen to you, you should learn the truth before going out on treadmill: do not turn on jet speeds! And yet, despite the warning, very often the following situation arises: the strong try to overtake as many classmates as possible, and therefore start running at an increased speed; the average and weak ones make an attempt to keep up with them, and only two or three students from the whole class follow the instructions of the teacher and run at an even pace. In this regard, it is very appropriate already in primary school system of educational individual tasks. One is given the task of trying to lead from the start to the end of the distance, the other - from the start to start running slowly, gradually increasing speed, the third - to start slowly, but by the middle of the distance to catch up with the leaders. Students of the middle and weaker groups have their own tasks: alternate leadership in each group with a uniform pace of running. This is how schoolchildren in grades 1-4 are taught the tasks of studying and consolidating the technical and tactical foundations of running training.

Running in teams (trains)

Two equal teams line up in a column one at a time, wrapping their arms around the person in front or taking him by the belt. The columns stand parallel to each other at a distance of 3-5 steps. A starting line is drawn in front of the columns, and opposite the competing teams at a distance of 15-20 m they put a rack or other object.

On a signal, the players in the columns run forward to the rack, go around it and come back. The team wins, whose players ran the entire distance without breaking up, and earlier crossed the starting line with the entire column.

It can be agreed that the players join each other in turn, that is, first the first number goes around the rack, then the second number joins it and they run around together, then the third, etc. Since in this version the game requires endurance, when it is repeated players in columns are arranged in reverse order.

For younger kids school age you can play both versions of the game, agreeing that they will run, holding not each other's belt, but their hands.

Calling numbers

Players stand in front of racks (flags, maces ...) located 15-20 steps away, and are calculated in numerical order. The formation can be in columns or ranks.

The leader of the game loudly calls the number, for example "5". The fifth team numbers run forward, run around the object and return to their places. Whoever crosses the finish line first, which is held four steps in front of the columns (lines), gets a point. If there are 3 teams, the first team in the race gets 2 points, the second one gets 1 point.

The last finisher does not receive any points. The finishers are simultaneously credited with a point.

Players are called in any order, with no pause for summing up after each call. A new challenge follows immediately after the last player crosses the finish line. The game stops after everyone starts 1-2 times.

The team with the most points wins.

If children are playing younger age, then instead of numbers, you can call the players animals: "lions", "tigers", "foxes", "hares" - or flowers. Then it will not be “Calling Numbers”, but “Animal Relay Race”, etc.

Relay with side steps

This relay is held as a line. Movements are carried out: a) side steps with the right side; b) side steps with the left side; c) side steps backwards.

Relay leapfrog

Players are built in columns, 10 steps in front of each of them a square is drawn with sides of one meter or a circle of the same diameter. The first players of each team get up in them. They rest their hands on one leg, lean forward and hide their heads.

On a signal, the players standing in front of the column run forward, jump, pushing off with their hands on the backs (leapfrog) of the players in the squares, and take their places. The jumped players run back to their columns, touch the next players with the palm of their hand, and then stand behind their teams.

The players who received the baton (in this case, a touch) run forward, also leapfrog over those standing in the square and take their place, and they return to the column, etc.

The relay ends when the player who originally stood in the square makes a jump (then remaining in the square), and the one who jumped (the last one in the column) crosses the start line.

Cancer moves back

Teams are built in columns one at a time. Before each team at 10-15 meters put a flag. On a signal, the first players turn around and go to the flags with their backs forward, go around them to the right and in the same way - backs first - return to their place. As soon as they cross the start line, the second players set off, then the third players, etc. The team that finishes the competition first wins.

You are not allowed to look back while driving.

Towards each other

A minimum of 16 people are required to play. In this case, 2 teams of 8 people are created, each of which is divided in half. Players line up against each other. The participant of the game, leading his team on one side of the site, is given a baton (tennis ball, plastic mace, town). At the command "March!" he starts running.

The runners, having run up to the head players of the opposing columns, pass the baton to them and stand behind. The one who received the baton runs forward and passes it to the next player standing opposite, etc. The baton ends when the columns that make up the team change places on the site. Those who finish the run first win.

The game is often played with double dashes, that is, the game does not stop when the guys change places on the court. In this case, the player who was the first on the opposite half, after passing the baton to him, again runs forward. Having passed the baton, he stands at the end of the column, and when he is again in front and the baton is brought to him, the game ends. The player indicates this by raising his hand with the baton.

If the team has an odd number of players, for example 9, then there will be 4 players in one column and 5 in the other. In this case, the run starts from the side where the number of participants in the team is 1 more. If you do the opposite, then one of the players will be left without a dash.

The game can be played with balls, such as basketballs. Then the participants move forward, driving the ball with hits on the ground.

In a simplified relay race with balls, the players in the columns do not run across to the opposite side, but, after passing the ball through the air to the player standing opposite, they run back and stand at the end of their column. In this version, the game ends when the player who started the throws is again in front, receives the ball and lifts it up. Passing the ball can also be done by hitting the ball on the ground or rolling it to the opposite side on the ground.

Circuit relay

All players are divided into 3-5 teams and stand in rays from the center of the circle (like the spokes of a wheel), turning left or right side to the center. Each beam - line is a team. Players standing extreme from the center of the circle hold in their right hand baton(town, tennis ball).

At the general signal, the extreme players with the relay run in a circle with outside past the rest of the “spokes” to their team and pass the wand to the player waiting from the edge, and then run to the other end of their line (closer to the center) and stand there.

The one who received the baton also runs around the circle and passes it to the third number, etc. When the one who starts the game is on the edge, they bring an object to him, he lifts it up, announcing the end of the game by his team.

The rules forbid during the game to touch the players standing in the “spokes”, to interfere with those who make runs. The fallen stick is picked up and the run continues. Penalty points are awarded for breaking the rules.

A relay race in a circle, just like an oncoming one, can be carried out with a basketball dribbling. You can change the direction of movement, i.e., repeating the game, give the task to the participants to run in a circle in the other direction.

Relay with turns

Behind the common starting line, two or three teams line up, the players of which stand in a column one at a time. 12-18 meters from the line opposite each column - medicine ball(town, flag).

On a signal, the guides of each team run to their ball, run around it (from left to right) 2 times and come back. Having passed the starting line, the player runs around his column and, being near the player standing in front, touches him with his hand. This is a signal for the next participant to run, who does the same as the previous one. The one who finishes the dash stands at the end of his column.

The victory, as a rule, goes to the faster players. It should be borne in mind that the teams should be as equal as possible in the number of boys and girls.

Relay race with overcoming obstacles

It is conducted in the same way as a linear relay race. During the relay race, the players overcome obstacles: they jump over balls, strips 80-100 cm wide, etc.

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 a run, 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.

Walking and running with cardboard on your head

The formation is the same as in the linear relay, only the players move with cardboard on their heads, maintaining balance. If the card falls while walking or running, the player must stop, pick it up, put it on his head and continue moving. Cardboard must not be held by hand.

Walking along the drawn line

The construction is the same as in the linear relay, only the players move along the drawn line (board or gymnastic bench) with arms raised up or bent behind the head, maintaining a position of balance and correct posture.

bumpy running

In front of each team, from the start line to the finish line, at a distance of 1-1.5 m from each other, circles with a diameter of 30-40 cm are drawn (in a straight or winding line). At the leader’s signal, the first numbers, jumping from circle to circle, reach the end line, after which they return back along the shortest path and pass the baton to the next players. Having handed the baton to the next number, each player stands at the end of the column.

The team that finishes the game first wins.

planting vegetables

Two or three teams line up in columns one at a time. In front of the teams at the opposite end of the site, 5 circles are drawn. The first players are given a bag of vegetables (garlic, onions, beets, carrots, potatoes) or with objects that conditionally depict them. On a signal, the children run, put all the vegetables in their mugs and pass the empty bag to the second numbers. The second numbers run, collect vegetables and pass the bag of vegetables to the third, etc. The team that finishes the game first wins.

Relay with the puck

Team members line up in columns one at a time. In front of each team at 10-12 meters, they put a flag (or a chair). The first numbers in the teams receive a stick and a puck. On a signal, they must, knocking the puck with a stick, circle it around the flag and return it back to the start line. The stick is then passed to the second player, who in turn circles the puck around the flagstick, and so on. The first team to complete the game wins.

When repeating the game, you can set the task of driving not one, but two pucks at the same time and returning both to the start line.

jump after jump

Players in columns are divided into pairs, each has one short rope. Teams stand in 3-4 steps from each other, the distance in them between the players is 1 step. A pair of players hold the rope by the handles, pulling it 50-60 cm from the floor.

On a signal, the first pairs put the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then sequentially jump over the ropes of all the pairs in front. Having reached their places, both players stop and again take their rope by the ends.

As soon as the first rope is lifted from the ground, the second pair puts their rope on the ground, jumps over the rope of the first pair, runs past the column to its end and jumps over the ropes to their place. Then the third pair enters the game, and so on. The relay continues until all the players in the teams have finished jumping.

The team whose players finished jumping first and without violating the rules wins.

relay race with rope

It is carried out as a linear relay race: the players move by rotating the rope. Can be done in pairs. The players move around holding hands, and rotate the rope with their free hands.

Stick jumping

Players become a line or columns at a step distance from each other. The distance between the columns (teams) is 4-5 steps. At 10-12 meters, flags are placed in front of the teams. The first numbers are held in hands gymnastic stick 90-100 cm long. At the command "Attention, march!" the player with the stick rushes forward, goes around the flag and, returning to his column, holds out one of the ends of the stick to the second number (usually in his right hand). Then both players, lowering the stick, carry it to the end of the column under the feet of all the players. They closely monitor the progress of the stick and jump when they need to miss the stick.

The first number remains at the end of the column, and the second player runs with a stick to the flag, goes around it and, returning back, also carries the stick (together with the third number) under the feet of all players, etc.

The game ends when all team members complete the exercise and the stick is again in the hands of the team captain.

If the player did not jump, but stepped over the stick, or when carrying the stick, the players released one end or dropped it, a penalty point is awarded for each such violation.

The team that finishes the relay first and has the fewest violations wins.

Don't drop the stick

It is carried out as a linear relay race. Players run along the distance, carrying a vertically standing stick in their palms.

hoop running

Players line up in pairs. The first pair has a gymnastic hoop in their hands, and in front of the teams there is an object (a stuffed ball, a flag, a town) that needs to be run around. On a signal, the first two players in the teams move forward inside the hoop, holding it with both hands. Having run around the object, the first couple hands the hoop to the next couple, and she herself stands at the end of the column.

The relay race ends when all the players have completed the exercise and the first pair has the hoop again.

If there are a lot of people who want to play, you can arrange a run in hoops in threes, while the sequence of changing threes remains the same.

Relays with a hoop

a) Conducted as a linear relay race. The players overcome the distance by jumping through a hoop that rotates like a skipping rope;

b) two or three players put on a hoop and run a relay race;

c) the players run along the distance and roll a hoop in front of them. If the hoop falls, it must be picked up and the baton continued from the same place.

Run through the hoop

The relay is held in pairs. The first half of the distance before the turn, one player runs and rolls the hoop in front, the other must slip through it on the move an agreed number of times (3-4). Having reached the mark, they change roles.

Relay with running

Children are built in two teams behind the start line, Opposite each team is a hoop. Before the start of the relay, a team captain is selected. On a signal, the player must run to the hoop, stand in the middle of the hoop and throw it over himself, then return to the team, pass the baton to another.

At the end of the relay race, the team captain must report this to the leader by raising his hands.

Relay with hoops

For the game you need hoops and baton according to the number of teams. A flag is placed in front of each team 20-15 steps from the start line. In the middle of the distance is placed on the hoop. The first numbers in the teams receive baton.

At the leader’s signal, the first numbers run to the hoops lying on the ground and, without releasing the sticks, raise the hoops, crawl through them, put them in their place (it should be indicated) and run further to the flags. Having rounded the flags, they return, again crawl through the hoop and hand over the baton to the second numbers, and themselves stand at the end of their column. The second numbers do the same and pass the baton to the third, etc. The team that finishes the game first wins.

penguin run

Teams line up in columns in front of the starting line. The players standing first pinch a volleyball or stuffed ball between their legs. In this position, they must reach the flag standing 10-12 steps from them and return back, passing the ball with their hands to the second number of their team.

If the ball fell 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.

With ball and without ball

Having lined up in columns, the guys can perform the following tasks.

1. Participants carry and then pass three volleyballs to the next player. If in the course of carrying one or two balls fell, they need to be picked up and the relay race continued.

2. Line or oncoming relay lead (10-12 m) at the same time two balls (left and right hand).

3. Players alternately run with the ball 8-12 meters to the line, from which they perform five passes against the wall, then return to their team. The next player repeats the exercise.

4. In teams, the players stand three steps apart (in circles that they outline themselves). The guide alternately bypasses all the players with a snake, and back to his place in a straight line leads the ball by hitting the ground, then passing it to the second number. Everyone moves one circle forward, and the one who comes running takes the last vacant circle.

5. During the oncoming relay, the players standing opposite lead the balls moving forward. Having reached the middle in a zone 2 m wide, they exchange balls and continue to lead to the line where the next players stand,

6. The players dribble the ball, moving backwards to the flag, and then back. On the start line of the relay, the next player receives the ball, turns around and so leads it back to front.

7. Players (boys) sit on basketball and move forward, bouncing on the ball. The ball is held with both hands on the side.

8. Relay participants lead soccer ball foot, bending around standing players or flags (maces). As an option, the participants of the relay race alternately with a gymnastic stick (or club) roll (lead) a small ball to the rotary flag and back.

9. Players in pairs stand close to each other. One of them is holding short rope. During the relay, players move forward by running, jumping over a rotating rope. In another relay, the player folds the rope in half and runs, spinning it horizontally under their feet. You can, moving forward, rotate the hoop and jump over it, like over a rope.

10. The participants in the game move forward with a racket in their hand, on which lies a tennis ball (big or table). During the run in both directions, they try not to drop the ball to the ground.

11. Players move forward, holding a gymnastic stick in the palm of their hand, trying not to let it fall; players run forward, knocking an inflated balloon with their hand, without letting

him to sink to the ground; the players run with one or two cups of water, being careful not to spill it.

12. The first players in columns carry the second from the start line to the opposite line (10-12 m) and remain there, while the second run back and carry the third, etc. Carrying one together - in this option, the first remains behind the line, and two they run after the next player, then the second one remains, etc.

Relay with hanging ball

The formation is the same as in the linear relay, only the players run to the suspended ball, touch it with their right hand while jumping, run further, run around the rack on the right side and touch the ball with their left hand on the way back.

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.

Players can throw the ball while standing, or sitting on a chair, or lying down, depending on how they agreed.

Relay with dribbling

It is carried out, as well as a linear relay race. The ball is dribbled: a) with the right hand; b) left hand.

Relay with ball throws melting dribbling

The players of each team, after dribbling the ball, throw it into the basket, then pass the ball to their column (by dribbling or passing). A player who does not hit the ball in the basket brings his team a penalty point. The team with the fewest penalty points wins.

1. Relay "Protection of the fortress".

Draw a big circle on the ground. All players stand behind the circle line, facing the center. Only one driver remains in the circle. Five maces or pins are placed in the middle of the circle. This is a fortress that the driver must protect. The game requires a volleyball. The players, throwing the ball between themselves, try to catch a convenient moment when the defender of the fortress gapes, and knock down the skittles (maces) by hitting the ball. The defender has the right to hit the ball in any way. The one who manages to destroy the fortress becomes the new defender.

2. Competition of walkers.

A line is drawn on the ground, behind which all the players become. At 40 m from it, a second line is drawn. At the signal of the teacher, everyone begins to walk, trying to reach the finish line as quickly as possible. It is necessary to ensure that no one’s step turns into running or jumping. The winner is the team or the one who, without violating the rules, reaches the finish line first.

3. The game "Hurry up to take the skittle."

The players line up in two lines and stand facing each other. The distance between them is -10 m. The players of each line are calculated in numerical order. Between the ranks at an equal distance from them, a pin is placed. The teacher calls the number. Players with these numbers run out. Everyone strives to be the first to grab the skittle. The one who manages to do this runs away to his line, and the enemy tries to tarnish him. If the bowler returns to the line without being spotted, his team gets two points, and if he gets spotted, one point. Then the leader calls another number and other players run. The team with the most points wins.

4. The game "Precise strike".

Two teams of 8-10 people line up in columns one at a time, one against the other. A hoop is placed between them on the floor. On a signal, the first player of one team throws the ball on the floor in the center of the hoop so that it bounces towards the player of the other team and moves away. Having caught the ball, the player of the second team returns it in the same way and steps aside. The second player of the first team catches the ball. So, replacing each other, the ball is thrown and caught by all the players of both teams. The game is played at a fast pace. If the ball is not caught or touches the hoop, the throw is not counted. The person responsible for this remains in place and throws the ball a second time. The team that finishes the game first wins.

5. The game "Running over bumps."

In front of each team, from the start line to the finish line, at a distance of 1-1.5 m from each other, circles with a diameter of 30-40 cm are drawn (in a straight or winding line). On a signal, the first numbers, jumping from circle to circle, reach the end line, after which they return back along the shortest path and pass the baton to the next number, and the player stands at the end of the column. The team that finishes the game first wins.

6. Relay with hoops.

For the game you need hoops and baton according to the number of teams. A flag is placed in front of each team 10-15 steps from the start line. A hoop is placed in the middle of the distance. The first numbers in the teams receive baton. On a signal, the 1st numbers run to the hoops lying on the ground and, without releasing the sticks, raise the hoops, climb through them, put them in their place (it should be indicated) and run further to the flags. Having rounded the flags, they return, again climb through the hoops and hand over the baton to the second numbers, and themselves stand at the end of the team (column). The second numbers do the same and pass the baton to the third, etc. The team that finishes the game first wins.

7. The game "Fast train".

Flags are placed 6-7 meters from each team. At the 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 numbers join them, and together they make the same path. The players hold each other by the elbows and while walking move their arms like a locomotive connecting rod. When the locomotive (front player) returns to its place with a full train, it must give a long whistle. The first team to arrive at the station wins.

8. Relay with balls.

For the game you need volleyballs according to the number of teams. 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 winner is the team whose ball, having bypassed all the players, will return to the first one earlier.

9. Relay race with ropes.

Two parallel lines are drawn at a distance of 15-20 m from one another. At the first line, two or three teams line up in the back of the head. Players standing in front of the column hold a rope in their hands. On the opposite line, in front of each team, put a flag. On a signal, the first numbers start running, jumping over the rope, and, having rounded the flag, come back and pass the rope to the next player. He, without stopping, jumps over the rope and rushes forward. The last participant, having reached the finish line, raises his hand with the rope up. The team that finishes the relay first wins.

10. The game "If you like it."

All participants are free to sit on the site. The teacher becomes so that everyone can see him well, sings a song and shows movements. Children pick up the song and repeat the movements after the teacher:

If you like

So do it

If you like

So do it

(2 clicks of the fingers above the head).

If you like

You show it to others.

If you like

So do it

If you like

Then do everything...

(All movements are repeated one after another in a row: 2 clicks, 2 hand claps, 2 knee claps, 2 foot stomp.)

Then the children sing again and repeat all the movements in order. At the end of the game, the children sing:

If you like

Then you say: "Ho-ro-sho!".

If you like

Then you say: "Ho-ro-sho!".

If you like

You show it to others.

If you like

Then you say: "Ho-ro-sho!".

11. The game "Elusive cord".

Two players sit on chairs with their backs to each other, at a distance of 2-3 m. A rope is stretched under the chairs. On a signal, you need to jump up, run around both chairs, making three full circles around them, then sit on your chair, bend over and pull the rope towards you. Whoever grabs the rope faster wins. Everyone should run to the right side. Do not touch chairs while running. First you need to do a rehearsal. In order for the players not to make a mistake and grab the rope ahead of time, the teacher counts the turns aloud: “One, two, three!”. After the count of three, you can sit on a chair and try to pull the rope. The competition is held three times, the winner is the one who manages to pull the cord two or three times.

The game can be changed: do not run around the chairs, but jump on one leg (only one turn), then sit down and try to pull the rope.

12. The game "The missing stool."

At a distance of 2-3 m, two stools are placed one from the other. Blindfolded players sit on them. At the command of the teacher, they get up, take 6-8 steps. After that, everyone should make three full turns in place and return to their stool. It is not easy to complete this task. Very often, players lose their direction and, returning, go in a completely different direction from where they came.

Summer Games - Relays

Relay games, while retaining all the advantages of team games, are the most simple and exciting. The rules of the game are explained a few minutes before it starts. The competitive component of such games is more pronounced than in team games, their time is very short, so relay games are spectacular and attractive for children.

Relay race with racks running

To play, you will need racks, baton, chalk or a pointed stick. The game is played on any flat area of ​​sufficient size. All participants in the game are divided into 2 teams, lined up in columns one at a time and take a place behind the starting line, which is previously outlined. At some distance from the start line, racks are set up, one opposite each team. The first players in the columns are given baton. At the signal of the leader, the players with sticks run to the racks, go around them and return to their teams, pass the sticks to the next players, and each of them stand at the end of the column of their team, the entire column moves. The second players run around the racks, pass the sticks, etc. The team that finishes the relay first wins.

five lines

For this game, you need to draw a start line on the site, after 10 m from it - the first line parallel to the start line, after 2 m - the second, after another 2 m - the third, etc. There are five lines in total. All relay participants are divided into two teams of 5 people each, lined up in a column one by one behind the start line, the first participants take a low start position. At the leader's signal, the first players run to the first line, turn back and, having reached the starting line, touch the next player's hand, and stand at the end of the column themselves. The second numbers reach the second line, the third - to the third, etc. After the fifth participant, the first numbers are again at the start, which now run to the fifth line, the second - to the fourth, etc. The fifth numbers finish the relay, which reach the first line and return. The team with the least amount of time wins.

Counter relay

Relay sticks are required for the game. The players are divided into two teams, each team is divided into two more. The halves of the teams disperse to different ends of the site and line up in columns one by one facing each other, behind the outlined starting lines. The first players of one of the halves of the teams are given a baton each. If there is an unequal number of players in the halves, then the wand is given to the first player of that half of the team where there are more participants. At the signal of the leader, the players with sticks run across the court to the second halves of their teams and pass the baton to the players standing first, and they themselves stand at the end of the column, without crossing the court anymore, the entire column moves. The next players with sticks run across the court, etc. The team that finished the relay first wins.

Wheel

For the game you will need baton (according to the number of teams), chalk. The participants in the game are divided into several teams (from three to six), which line up in columns one at a time, with their backs in a circle, like spokes in a wheel. Players with baton, standing first, outline the place where they stand. On a signal, they start running in a circle to the right (left). Having reached their column, they pass the wand to the next player, who advances to the starting place. The second passes to the third, and so on.

The team that finishes the relay first wins.

fun train

For the game you will need racks (according to the number of teams participating in the relay). The start line is marked on the site and racks are installed at some distance from it.

The number of players in each team is from 4 to 8. The first players run around the racks, return to the start line, where the second players join them. Putting their hands on their shoulders first, they run together to the posts, run around them and return to the starting line. There, thirds join the first two, they run around the racks together, etc. At the end of the relay, a long “train” is obtained.

If the players disengage, they must all return to the place where they disengaged, reattach and continue running. The team whose train, made up of all players, returns to the starting line first, wins.

Two teams participate in the relay race, each is divided in half. The halves of the teams line up against each other on different sides of the site in columns one at a time. Players leading teams on one side of the court are given a baton each. On command, they start running. Having run up to the head players of the opposing halves of the teams, they pass the baton to them and stand at the end of the column. The participant who received the baton runs forward and passes it to the next player standing opposite.

The game continues until the halves are completely swapped. The team that finishes the run first wins.

“Relay with a jump rope”

The game is played in the form of a relay race. The player runs out from behind the starting line, spinning the rope and jumping from one foot to the other.

It is necessary to cover a distance of 10–15 m to the finish line in as few steps as possible. The player then folds the rope in half and holds it in one hand. He makes the return journey by jumping from foot to foot and rotating the rope horizontally under him. Then he passes the rope to the next participant, and he himself stands at the end of the column.

The winner is the team whose members cover the distance faster and make fewer steps.

“What did we do today?”

One of the players becomes the leader. He leaves the room. In his absence, the children agree on what actions they will portray.

The driver returns and addresses them with these words:

- Hello children! Answer my question:

- What did you do today?

The children answer: “We won’t say what we did, but now we’ll show you!”

And they begin to portray any actions (swim, sweep, play the violin).

From their movements, the host guesses what they were doing. If they guess correctly, then they choose another leader, and if not, then the leader leaves again and gives the players the opportunity to think of another action.

“Aunty came to us”

This game was invented in Estonia. Children sit in a circle. One of the participants starts the game, turning to the neighbor on the right: "An aunt from Tallinn came to us." The neighbor asks: “What did you bring?”

The one who started the game answers: “Fan” - and waves his hand, depicting a fan. All participants must repeat this movement. Then the neighbor on the right continues the game, addressing his neighbor with words about the aunt, the same dialogue takes place between them, but the aunt must come from another city or country each time and bring a new item, and the movements should not be repeated.

At the end of the game, the facilitator asks the participants: “Where did the aunt bring what?” Players must respond by imitating actions appropriate to the subject.

“What is it, who is it?”

Participants are chosen at will. We give each of them a task - to depict any action with movements and gestures, for example:

1) I am holding and stroking a kitten;

2) I make dough pies;

3) I iron the linen;

4) I'm peeling potatoes.

The audience must guess what the participants are doing. The one whose actions were more convincing wins.

"Art Gallery"

To play, you need to choose a director and two or three visitors from among the participants. The rest of the players will draw pictures. At will, the children are divided into several groups and agree among themselves and with the director, which pictures will be depicted. The picture can be depicted by two, three or alone. As a rule, plots of famous paintings are used: "Three heroes", "Alyonushka", "The Swan Princess" or illustrations for fairy tales. You can limit yourself to simply adopting poses characteristic of a given plot and characters. In this case, the preparation of live reproductions should take a small amount of time - 30 seconds. Visitors to the exhibition will have to guess what picture each group of participants depicts. You can play the game differently: prepare in advance the objects that children will use when depicting pictures, as well as distribute reproductions and illustrations for fairy tales that they will focus on. The director and visitors in this case can also act as a jury, which will decide whose picture is closest to the original.