Sports competitions "Fun starts" for children and parents. Competitions for teachers, preschool teachers, teachers...

Elena Ganyushkina

"Fun starts"

For .

Target: 1. Attract.

3. Develop agility

4. Contribute development

5. Encourage participation of parents and children

Venue: music hall.

Duration:50-60 min.

Material and equipment

Preliminary work sports.

Organization

Happy Starts"(evaluate team participation, arrange sports equipment and supplies, remove it, etc.).

After each relay race, the assistant judges announce the score.

funny songs.

Progress of entertainment:

parents and children participants.

Leading sports and game program"Fun starts". Dear parents and kids, you love sport?

Children:Yes!

Never be discouraged, win fairly in sports,

Children: Hello!

Ved. Today these friendly and funny guys together with theirs.

And since they are waiting for competitions

Then they should be judged by a jury.

So the jury consists of:

Will follow without fail

Who will be friendlier?

He will win today.

I say

children).

Rebuilding everyone participants by team.

Ved. I invite teams of guys.

parents.

Mystery: One hit with the racket,

The shuttlecock flies over the net.

Although Seryozha hit him hard,

The valanchik hit the net.

Anton won today

What were they playing? V (badminton).

3. Competition "Dexterous racket". Team members(parents)

4. "Hockey". Team members(children)

5. "Hockey". Team members(parents) -Same.

parents your children have prepared a little surprise for you.

Musical and rhythmic composition "Far from Mom."

Ved.: We invite teams parents.

6. Parents - Basketball(fitballs)

parents and children

9. Final relay (general)

Jury results.

Rewarding.

Scenario for physical education"Fun starts"

For children preparatory group and their parents.

Target: 1. Attract children and their parents to actively participate in sports competitions.

2. Improve motor skills.

3. Develop agility, speed of reaction, coordination of movements.

4. Contribute development positive emotions, feelings of mutual assistance, camaraderie.

5. Encourage participation of parents and children in joint games and physical exercises.

Venue: music hall.

Duration:50-60 min.

Material and equipment: gym. sk., gym. shelves, balls, clubs, fitballs, chips, cart. balls, medals, certificates, flash drive with music recordings.

Preliminary work: making medals, conversations about species sports.

Organization: -formation, warm-up, announcement of competition conditions; holding relay races.

Each team is assigned an assistant leader who monitors correct execution all relay races.

Assistant judges are responsible for each competition and assist the presenter in conducting " Happy Starts"(evaluate team participation, arrange sports equipment and inventory, clean it, etc.).

Before the start of each relay, the leader announces the rules and, if necessary, shows the progress of the relay himself.

After each relay race, assistant judges announce the score.

During the games, relay races, music sounds and funny songs.

Progress of entertainment:

Music plays "If you want to be first!" two teams enter the hall parents and children; along the perimeter of the hall there are benches for participants.

Leading: Good evening! We are pleased to welcome you to our sports and game program"Fun starts". Dear parents and kids, you love sport?

Children:Yes!

Ved.: If you want to be skillful,

Agile, fast, strong, brave

Never be discouraged, win fairly in sports,

That’s the secret of health, be healthy, physical education

Children: Hello!

Ved. Today these friendly and funny guys together with their parents will take part in sports competitions.

Teams will earn points

And since they are waiting for competitions

Then they should be judged by a jury.

So the jury consists of:

Ved.: Let the jury conduct the entire course of the battle

Will follow without fail

Who will be friendlier?

He will win today.

Let's move on to the first "Let's get to know each other" competition. Teams in 30 seconds. Together with the guys, you need to come up with a team name and choose a captain. After my command "Stop", I go up to the command and I say: “Team” and you say the name of the team together. The team that says its name more amicably wins.

So we met. Now are you ready to jump and play? Then don’t be lazy to warm up. (children and adults scatter around the hall - children in front, adults behind children).

Musical-rhythmic warm-up "Do exercises."

Rebuilding everyone participants by team.

Ved. I invite teams of guys.

2. “Kangaroo” relay race - the ball is sandwiched between the knees - jumping to the chip - running back and passing the relay.


Ved.: And now we invite teams parents.

And the guys will guess what our mothers and fathers will play.

Mystery: One hit with the racket,

The shuttlecock flies over the net.

Although Seryozha hit him hard,

The valanchik hit the net.

Anton won today

What were they playing? V (badminton).

3. Competition "Dexterous racket". Team members(parents) leading with a badminton racket balloon to the chip and back, passing the baton to the next one. The team that completes the task the fastest wins.


4. "Hockey". Team members(children)- use your stick to circle the puck around the cubes, score a goal, take the puck and go back, passing the baton to the next teammate.


5. "Hockey". Team members(parents) -Same.


Ved.: While our jury is summing up the results. Dear parents your children have prepared a little surprise for you. Musical and rhythmic composition "Far from Mom."


The jury announces the intermediate results.

Ved.: We invite teams parents.

6. Parents - Basketball(fitballs)- like in basketball they dribble a fitball, running around the chip and passing it to the next teammate.


7. Children - "Chipmunks" - are the first to run with the ball to the gym. stick placed on the floor and rolls it to the next player.

8. Train. General relay for parents and children. - like a "train" around the chip - in a chain and back. The winner is the one whose “train” gets to the finish line the fastest.


9. Final relay (general)- island hoop, two island hoops, stand - jump and get into the hoop.

10. “Who is faster?” Burst the ball tied to the opponent’s leg. Whose team is faster?

Ved.: Well done! Respected judges sum up the results. And we will play with you. Game "Traps with ribbons" - two circles.

These competitions will help teachers and parents entertain their children. They can be carried out in classes, festive events, at home, on the street.

Firefighters

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

Who's faster

Children with skipping 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. Following the agreed signal, all children simultaneously jump in the direction of the placed cord. The one who gets near her first wins.

Hitting the ball on target

A pin or flag is placed at a distance of 8-10 m. 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 shot down, it is replaced in its original place. The team with the most accurate hits wins.
- the ball does not fly, but rolls along the ground, launched by hand,
- players kick the ball,
- players throw the ball with both hands from behind their heads.

Ball in the ring

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

Artists

In the center of the circle or stage are two easels with paper. The leader calls two groups of five people. At the signal from the leader, the first from the group take the coal and draw the beginning of the picture; 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 must participate in drawing.
The tasks are simple: draw a steam locomotive, a bicycle, a steamship, a truck, a tram, an airplane, etc.

Roll a 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 a snowball as large as possible. The group that rolls the largest snowball by the specified time wins.

Three ball run

At the starting line, the first person conveniently takes 3 balls (football, volleyball and basketball). At the signal, he runs with them to the turning flag and places 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, places 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.

Blow up the balloon

For this competition you will need 8 balloons. 8 people are selected from the audience. They are given balloons. At the leader’s command, the participants begin to inflate the balloons, but in such a way that the balloon does not burst when inflated. The one who completes the task first wins.

turnip

Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair sits a turnip - a child wearing a hat with a picture of a turnip.
Grandfather starts the game. At 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 running together, again go around the turnip and run back, then the granddaughter joins them, etc. At the end of the game, The mouse is caught by a turnip. The team that pulled out the turnip the fastest wins.

Hoop relay

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, go back and pass the hoop to his friend. The team that completes the relay first wins.

Counter relay race with hoop and skipping rope

The teams line up 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. At the signal, the player with the hoop rushes forward, jumping through the hoop (like jumping rope). As soon as the player with the hoop crosses the starting line of the opposite column, the player with the jump rope starts and moves forward by jumping the rope. After completing the task, each participant passes the equipment to the next player in the column. This continues until the participants complete the task and change places in the columns. Jogging is prohibited.

Porters

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

Ball race underfoot

Players are divided into 2 teams. The first player throws the ball back between the players' spread legs. The last player of each team bends 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 his spread legs, etc. The team that finishes the relay the fastest wins.

Three jumps

Participants are divided into two teams. Place a jump rope and a hoop at a distance of 8-10 m from the starting line. After the signal, the first person, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second person takes the hoop and makes three jumps through it and alternates between the jump rope and the hoop. The team that finishes it faster will win.

Hoop race

The players are divided into equal teams and lined up along the side lines of the court. On the right flank of each team there is a captain; he is wearing 10 gymnastic hoops. At the signal, the captain takes off the first hoop and passes it through himself from top to bottom, or vice versa and passes it to the next player. At the same time, the captain takes off the second hoop and passes it to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed the hoop to his neighbor, immediately receives a new hoop. The last player in the line puts all the hoops on himself. The team whose players complete the task faster receives a 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 form an inner circle. The second and third numbers, holding hands, form a large outer circle. At the signal, the guys standing in inner circle, run to the right with side steps, and those standing in the outer circle run to the left. At the second signal, the players release their hands and stand in their threes. Each time the circles move in a different direction. The three players who come together faster receive a winning point. The game lasts 4 - 5 minutes. The trio whose players score the most points wins.

Prohibited movement

The players and the leader stand in a circle. The leader takes a step forward to be more noticeable. If there are few players, then you can line them up and stand in front of them. The leader invites the children to perform all the movements after him, with the exception of those prohibited, which were previously established by him. For example, it is prohibited to perform the “hands on the belt” movement. The leader begins to do things to the music different movements, and all the players repeat them. Unexpectedly, the leader performs a prohibited movement. The player repeating it takes a step forward and then continues to play.

Courtesy check

This competition is tricky and is only held once. Before the start of the boys' competition, a girl passes in front of them and, as if by accident, drops her handkerchief. The boy who guessed to pick up the scarf and politely return it to the girl wins. After this 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

The basis is a fairy tale with a sad ending (for example, the Snow Maiden, the Little Mermaid, etc.). And the children are given the task of thinking about how this fairy tale can be remade, using characters from other fairy tales, so that it ends happily. The winner is the team that plays out the fairy tale in the form of a mini-play in the most funny and cheerful way.

Train

The game participants 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.
Stronger and more dexterous participants – “groovy” ones – become ahead of the chain. Standing opposite each other, the “clockwork” also takes each other’s arms bent at the elbows and each pulls in their own direction, trying to either break the opponent’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 presenter says the first words from the title of folk tales; participants must say the entire title. The team that gives the most correct answers wins.
1. Ivan Tsarevich and the gray... (wolf)
2. Sister Alyonushka and brother... (Ivan)
3. Finist - Clear... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By pike... (order)
7. Moroz... (Ivanovich)
8. Snow White and the seven... (dwarfs)
9. Horse - ... (Humpbacked Little Humpback)

Speak without mistakes

Whoever pronounces these proverbs better will win:
Sasha walked along the highway and sucked on a dryer.
Karl stole corals from Clara, and Clara stole a clarinet from Karl.
The ships tacked and tacked, but did not tack.
He reported, but didn’t report enough, but when he began to report more, he reported.

Night travel

The presenter says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to a freeway made from sports pins. Handing the steering wheel to the driver, the presenter offers to practice and drive so that not a single post is knocked down. The player is then blindfolded and brought to the steering wheel. The presenter gives a command - a hint where to turn to the driver, warns about danger. When the path has been completed, the leader unties the driver's eyes. Then the next participants in the game “go”. The one who knocks down the pins the least wins.

Marksmen

There is a target mounted on the wall. You can use small balls or darts.
Each player has three tries.
After the game, the host rewards the winners and encourages the losers.

Keep your balance

With their arms extended to the sides, the players, like tightrope walkers, walk along the very edge of the carpet.
The last one to leave the race wins.

Horror film

The conditions are as follows: there are five eggs in the cassette. One of them is raw, the presenter warns. And the rest are boiled. You need to break an egg on your forehead. Whoever comes across something raw is the bravest one. (But in general, the eggs are all boiled, and the prize is simply awarded to the last participant - he consciously took the risk of becoming everyone’s laughing stock.)

Game "Merry Orchestra"

An unlimited number of people participate in the game. A conductor is selected, the remaining participants are divided into balalaika players, harmonica players, trumpeters, violinists, etc., depending on the number of participants. At a signal from the conductor, who points to a group of musicians, they begin to “play” to the tune of any famous song: balalaika players - “Trem, shake”, violinists - “tili-tili”, trumpeters - “turu-ru”, accordion players - “tra- la-la." The difficulty of the task is that the pace of change of musicians is constantly increasing, the conductor points first to one group, then to the other, and if the conductor waves both hands, then the musicians must “play” all together. You can make the task more difficult: if the conductor waves his hand strongly, then the musicians must “play” loudly, and if he waves his hand a little, then the musicians “play” quietly.

Game "Collect a bouquet"

2 teams of 8 people each participate. 1 child in the team is a gardener, the rest are flowers. On the heads of the flower children are hats with images of flowers. Flower children squat in a column, one at a time, at a considerable distance from each other. At a signal, the gardeners run to the first flower, which grabs the gardener’s back. Already the two of them run to the next flower, etc. The team that runs to the finish line first wins.

Ring

You will need a long cord and a ring. Thread the cord through the ring and tie the ends. Children sit in a circle and place a cord with a ring on their knees. In the center of the circle is the driver. Children, unnoticed by 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 stops, the ring also stops. The driver must indicate who currently has the ring. If you guess right, you change places with the one who had the ring.

And I!

A game of attentiveness.
Rules of the game: the presenter tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “and I” if the action mentioned in the story can be performed by a person or remain silent if the action is not suitable. For example, the presenter says:
“One day I went into the forest...
All: “Me too!”
I see a squirrel sitting on a tree...
-…?
The squirrel sits and gnaws nuts...
— ….
- She saw me and let’s throw nuts at me...
-…?
- I ran away from her...
-…?
- I went the other way...
— ….
- I’m walking through the forest, picking flowers...
— …
- I sing songs...
— ….
— I see a little goat nibbling the grass... -...? - As soon as I whistle...
— ….
— The little goat got scared and ran away...
-…?
- And I moved on...
— …
There are no winners in this game - the main thing is a cheerful mood.

Repeat

Children stand in one line. By lot or counting, I choose the first participant. He faces everyone and performs some movement, for example: clapping his hands, jumping on one leg, turning his head, raising his arms, 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 so do the rest of the game participants in turn. When the whole team has finished showing, the game can go on for the second round. A player who fails to repeat any gesture is eliminated from the game. The winner is the last child standing.

Sparrows and crows

You can play together with a child, but better company. Agree in advance what the sparrows will do and what the crows will do. For example, with the command “Sparrows,” children will lie down on the floor. And when the Crows command, climb onto the bench. Now you can start the game. An adult slowly pronounces, syllable by syllable, “In - ro - ... ny!” Children must quickly perform the movement that was assigned to the crows. Whoever completed it last or got it wrong pays a forfeit.

Plucking feathers

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

Looking for the ball

The 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 further to the side. Everyone listens carefully, trying to guess by the sound where the ball fell. At the command “Look!” children run away different sides, looking for the ball. The winner is the one who finds it, quietly runs up to a pre-agreed place and knocks with a stick with the words “The ball is mine!” If other players guess who has the ball, they try to catch up with him and grab him. 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 leader’s signal, the children begin to rewind the ball onto a pencil. One of the children holds the ball, the second winds the thread around the pencil. The pair that completes the job the fastest wins. A second prize can be awarded for the neatest ball.

Two rams

This game can be played in pairs taking turns. Two children, with their legs spread wide apart, bend their torsos forward and rest their foreheads against each other. Hands clasped behind back. The task is to confront each other without budging for as long as possible. You can make the sounds “Bee-ee”.

Potato

Invite the children to test their attentiveness, observation and reaction speed. It's very easy to do. Let the guys answer any of your questions: “Potatoes.” 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 not hard to imagine. Whoever makes a mistake leaves the game. Do not forget to forgive the most inattentive ones after the first two questions, otherwise you will have no one to continue the game with. Here are some questions you can ask:
— What did you have for lunch today?
-What would you like to eat for dinner?
- Who is it who is late and is entering the hall now?
— What did your mother bring you as a gift?
-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 cups or small buckets of water filled to the brim are placed on children's trucks. Ropes of the same length (according to the child’s height) are tied to the cars. On command, you must quickly “carry the load” from start to finish, trying not to spill the water. The winner is the one who reaches the finish line the fastest and does 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. There is an unfolded newspaper on the floor in front of the players. The task is to crumple the newspaper at the presenter’s signal, trying to collect the entire sheet into a fist.
Whoever can do this first is the winner.

Clever janitor

To play, you need to prepare a broom and “leaves” (You can use small pieces of paper). A circle is drawn - this is the place of the “janitor.” The janitor is selected. The “janitor” stands in a circle with a broom. At the leader’s signal, the rest of the participants pretend to be the “wind,” that is, they throw pieces of paper into the circle, and the “janitor” sweeps out the trash. The “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

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

"Monkey"

Children are divided into two teams. After which the players of the first team confer and think of a word for one of the players of the second team. His task is to show this word to his team members only with gestures, without using any sounds or 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 from simple words and concepts, such as “car”, “house”, and ending with complex concepts, names of films, cartoons, books.

Snowflake

Each child is given a “snowflake”, i.e. a small ball of cotton wool. 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 most dexterous one wins.

Land - water

Participants of the competition stand in one line. When the leader says “land,” everyone jumps forward; when they say “water,” everyone jumps back. The competition is held at a fast pace. The presenter has the right to pronounce other words instead of the word “water”, for example: sea, river, bay, ocean; instead of the word “land” - shore, land, island. Those who jump at random are eliminated, the winner is the last player - the most attentive.

Drawing a portrait

Participants try to draw a portrait of any of those sitting opposite. Then the leaves are sent in a circle. Everyone on back side will try to write who he recognized in this portrait. When the leaves go around the circle and return to the author, he will count the number of votes of the participants who recognized the one drawn. The best artist wins.

Lock

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

Sniper

All players close their eyes and pull out matches one at a time from the pile. You cannot show your match to your neighbor. One of the matches is broken, and the one who takes it out becomes a sniper. Then everyone opens their eyes and the day begins. A sniper can kill a player by looking into his eyes and winking. The “killed” person leaves the game and loses the right to vote.
If one of the players witnesses a “murder”, he has the right to say loudly about it, 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 whether they made a mistake. The sniper's task is to shoot everyone before he is exposed, and everyone else's task is to expose the sniper before 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 symmetrical leg of its neighbor. Inside the circle there is a ball, which 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, boy-girl-boy-girl, and so on), with the driver in the center. The players rhythmically clap their hands and say the following words in chorus: “Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, point to me!” And again! And two! And three!”, at this time the driver, closing his eyes and pointing his hands forward, rotates in place, and 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 to them also goes to the center, where they stand back to back. Then everyone else claps their hands again, saying in unison: “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 came out, if in one direction, they shake hands. After which 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 with “Wider, wider, wider circle! He has seven hundred girlfriends! This one, this one, this one, this one, and my favorite one is this one!”, although in general it doesn’t matter.
When playing the game at a younger age, it makes sense to replace kisses with scary faces that the two in the center make at each other.

And I'm going

The players stand in a circle facing inward. One of the seats remains free. The one standing to the right of the free space says loudly, “And I’m coming!” and goes over to him. The next one (that is, the one who is now standing to the right of the empty seat) loudly says “Me too!” and moves on to him, the next one says “And I’m a hare!” and also takes place on the right. The next one, moving on, says “And I’m with...” and names someone from those standing in the circle. The task of the one who was named is to run to an empty place. In this game, you can add a driver who will wedge into an empty seat when someone is thinking too long.

Game "Lanterns"

This game involves 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 raised and return them back in the same way, without extinguishing the fire (i.e. without bursting the ball).

Competition "Who will collect coins faster"

The competition is open to 2 people (more is possible). Game coins made of thick paper are scattered around the site. The participants' task is to collect money blindfolded. The one who collects the most coins the fastest wins. This competition can be repeated 2 – 3 times.

Rain

The players are free to sit in the room. When the text begins, everyone performs voluntary movements. WITH the last word“stopped” all movements stop, the participants in the game seem to freeze. The presenter, passing by them, notices the one who moved. He leaves the game. A wide variety of movements can be used, but always while standing still. At the end of the game, the presenter also marks 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, didn't cut
And he got tired and stopped!

Surprise

A rope is stretched across the room, to which the
various small prizes. The children are blindfolded one by one and given
scissors and they cut off their prize with their eyes closed. (Be
Be careful, do not leave children alone while playing this game!).

Cockroach race

For this game you will need 4 matchboxes and 2 threads (for two participants). The thread is tied to the belt in front, and 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 boxes between their legs like a pendulum, participants must push boxes lying on the floor. Whoever covers the pre-determined distance faster is considered the winner.

Fishing

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

Watchman

The guys sit on chairs so that a circle is formed. There must be a player behind each person sitting on a chair, and one chair must be free. The player standing behind him must discreetly wink at any of those sitting in the circle. All seated participants must face the player with an empty chair. A sitting participant, seeing that he has been winked at, must quickly take an empty seat. The functions of the players standing behind those sitting are to prevent their players from getting to free seats. To do this, they just have to put their hand on the shoulder of the person sitting. If the “guard” does not release the “fugitive”, they change places.

One - knee, two - knee

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

It is important to play sports and a love of movement must be instilled with early childhood. If children do not study with their parents, do not exercise and do not love physical culture at school, that is, a way to show them that sports are fun, interesting and exciting.

Relay races come to the rescue primary classes in the gym. Children will definitely enjoy sports competitions in the form of games, and then they will go to physical education class with pleasure and look forward to the next fun start.

Rules for conducting fun starts for primary classes

Fun starts must be carried out according to the rules and not violate the safety rules for children in the lesson.

The competition must be conducted by a judge. His role could be a teacher or someone's parent.

In addition to the judge, there may be other teachers and parents in the room to monitor their children who may fall, collide or get hurt, which is so typical for schoolchildren younger age in outdoor games and races.

Please note: the relay races themselves must be held in gym, where there is the necessary equipment for any competition and a special floor covering so that blows, if any, are not too painful.

Indoor sports competitions for children

The gym can host competitions and competitions throughout the year, in any weather.

Moreover, such sports games can be timed to coincide with any holiday.

They will definitely lift the spirits of all participants, as there are often humorous, funny tasks.

  • Curling game

For a children's game you need to bring a puck, a mop or a long stick and 2 cones. The leader places cones near the start line and a flag behind them. The task of each player, in turn, is to use a mop to move the puck first between the cones, that is, to pass them in a zigzag, then bring it to the flag. Together with the mop and puck, run to the finish line and pass the baton to the next one.

  • Ambulance

To play you need a board and a flag in the center of the room. The first and second participants take the board on the sides, the third lies on it. The task is to go all the way to the flag, go around it and return to pass the baton. If a child lying on the board falls or puts his feet on the ground, then the children need to return to the very beginning and go through the path again.

Sports relay races for children of grades 1, 2, 3, 4

At the ages of 7 and 10-12 years old, schoolchildren are especially active and take part in various relay races with pleasure.

  • Battle of the captains

To compete, you need to place a bucket at the end of the site. Those guys who volunteer to be captains are blindfolded with scarves and given a ball. The goal is to run all the way, put the ball in the basket and return. The team whose captain returned first and did not make a single mistake won.

  • Head down

All you need for this relay is a baton. Each team member clamps the equipment under his chin and runs in this position to the end of the hall, without helping with his hands. If the stick falls, then you need to start from the beginning until everything goes well.

Ball relay races for junior schoolchildren

There are a lot of games using balls, and the latter can be of different diameters, colors and weights.

  • Penguin walk

To play you need 2 balls for each team. The first in the column takes one ball in his hands and squeezes the other between his legs. In this position, waddling from one leg to the other like a penguin, you need to walk from the beginning to the end of the hall and return without dropping the balls.

  • Full speed ahead

Each team stands in a column and places its feet shoulder-width apart. The first player passes the ball and it is passed over the top. As soon as the first participant gave the ball, he runs to the end, and after receiving the ball, he passes it through the bottom, that is, kicks it so that it reaches the first player through his legs, and so on in a circle. Fun circular relay race.

Funny relay races for schoolchildren

When you need to stir up and liberate the participants, an explosion of laughter and fun is guaranteed!

  • On all fours

Each participant from two teams will have to run. A flag is placed in the middle of the path. Before him, the guys run on all fours, head first, after and until the end of the hall, their backs are down, and their stomachs are up. The path from the end of the hall to the finish line must be run with your head backwards.

  • All together

Players in teams are divided into pairs. Each person stands with her back and firmly holds hands. All pairs must run sideways, without releasing their arms or backs. After passing the test, you must pass the baton to the next pair.

Hoop games for schoolchildren

There are also competitions using hoops - here you can also use equipment of different diameters, at your discretion. It is allowed to decorate the hoops with bright ribbon or New Year's tinsel.

  • Narrow path

Each team is given hoops, but the last player in the column is left without anything. After a couple of meters, they place 3 cones, and behind them a stand, onto which hoops are thrown. The team captain runs to the cones, runs around each of them like a snake, after which he puts the hoop on the rack and passes the baton to the next one on the team. The last player performs important role- his task is to run the same path, but now pick up all the hoops and return.

  • Across the sea

The hoops are placed one after another along the entire path, leaving a space between them. Participants - 3 people together must jump from hoop to hoop, jumping over sea obstacles. They must do everything together, not fall and take the hoop when it is left behind.

Rope relay races for younger schoolchildren

It is not always important to be able to jump on jumping ropes, especially if you are preparing games for first graders; you can use it in another way.

  • With a skipping rope

The participant jumps rope on two legs until the end of the hall, and on the way back he needs to fold the rope and spin it under his feet in a vertical position.

  • Rider

The guys on the team are divided into pairs. One plays the horse, and the other “harnesses” him and guides him. In this position, you need to run to the end, and then switch roles and pass the baton to another pair.

Skittles relay for children

Skittles and balls are great for relay races and games, some require concentration, some require speed and agility.

  • Bowling

5 pins are placed in the center of the hall. Participants must take turns kicking the ball so that it hits as many pins as possible. The team that knocked down wins larger number inventory.

  • Who's faster

There are 3 pins placed in the middle of the hall. The first player’s task is to run to them and carry them one by one to the end of the hall, then pass the baton. The second player runs to the end of the hall and moves the pins one at a time to the center, and then runs to the next player, and this continues in a circle.

Combined relay races for children

Using a variety of equipment, often combining one with the other, you can come up with the most unusual, sometimes funny and interesting competitions.

  • Jump

A hoop and a jump rope are placed in the middle of the hall. The first player runs, makes 3 jumps, runs to the end, comes back, makes 3 jumps through the hoop and goes to the finish line. Then the guys do the same.

  • Race

A jump rope is placed at the end of the hall. The guys on the team are divided into pairs. One lies down, and the second takes him by the legs. In this position, the couple goes to the end of the hall, then the one who walked jumps rope 3 times, and they reach the finish line in the same position, passing the baton to the next.

Conclusion

All competitions, especially fun starts, develop children’s sports skills and encourage teamwork, which is especially good for schoolchildren over 8 years old. Therefore, it is worth holding them regularly to amuse children and raise the sports spirit.

Teams are lined up in a single column, one at a time, in front of the basketball backboards at a distance of 2–3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring, and so on. The team that hits the hoop the most wins.

Artists

In the center of the circle or stage are two easels with paper. The leader calls two groups of five people. At the signal from the leader, the first from the group take the coal and draw the beginning of the picture; 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 must participate in drawing.

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

Three ball run

At the starting line, the first person conveniently takes 3 balls (football, volleyball and basketball). At the signal, he runs with them to the turning flag and places 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, places them on the floor.

Instead of large balls, you can take 6 tennis balls,

Instead of running - jumping.

turnip

Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair there is a turnip - a child wearing a hat with a picture of a turnip.

Grandfather starts the game. At 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 running together, again go around the turnip and run back, then the granddaughter joins them, etc. At the end of the game, The mouse is caught by a turnip. The team that pulls out the turnip the fastest wins.

Hoop relay

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, go back and pass the hoop to his friend. The team that completes the relay first wins.

Counter relay race with hoop and skipping rope

Teams line up as if 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. At the signal, the player with the hoop rushes forward, jumping through the hoop (like jumping rope). As soon as the player with the hoop crosses the starting line of the opposite column, the player with the jump rope starts and moves forward by jumping the rope. After completing the task, each participant passes the equipment to the next player in the column. This continues until the participants complete the task and change places in the columns. Jogging is prohibited.

Porters

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

Ball race underfoot

Players are divided into 2 teams. The first player throws the ball back between the players' spread legs. The last player of each team bends 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 his spread legs, etc. The team that finishes the relay faster wins.

Three jumps

Participants are divided into two teams. Place a jump rope and a hoop at a distance of 8-10 m from the start line. After the signal, the first person, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second person takes the hoop and makes three jumps through it and alternates between the jump rope and the hoop. The team that finishes it faster will win.

Prohibited movement

The players and the leader stand in a circle. The leader takes a step forward to be more noticeable. If there are few players, then you can line them up and stand in front of them. The leader invites the children to perform all the movements after him, with the exception of those prohibited, which were previously established by him. For example, it is prohibited to perform the “hands on the waist” movement. The leader begins to make different movements to the music, and all the players repeat them. Suddenly, the leader performs a prohibited movement. The player 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 standing in front each have a volleyball. At the manager’s signal, the balls are passed back. When the ball reaches the person standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and begins passing the ball back, etc. The game continues until each of the team players is first. You need to make sure that the ball is passed with straight arms and tilted back, and the distance in the columns is at least a step.

I passed it on - 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. The captains receive a volleyball. At the 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 third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up. The team whose players complete the task faster 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 hits, then his team gets 1 point. Result: whoever has the most points wins.

eye of a needle

There are 2 or 3 hoops on the ground along the relay line. When starting, the first person must run to the first hoop, pick it up and thread it through himself. Then do the same with the next hoops. And so on the way back.

Relay race with skipping rope

The players of each team line up behind the common starting line in a column one at a time. A rotating stand is placed in front of each column at a distance of 10 - 12 m. At the 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 grabs it in one hand. He moves back by jumping on two legs and rotating the rope horizontally under his feet. At the finish line, the participant passes the rope to the next player on 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 line up in opposing columns, one at a time, at a distance of 8 - 10 m from one another. The guides of the columns of the first group receive 3 wooden blocks, the thickness and width of which are at least 10 cm, length - 25 cm. Having placed 2 bars (one on the starting line, the other in front, one step from the first), each of the managers stands on the bars with both feet , and holds the third block in his hands. At the signal, the player, without leaving the bars, places the third bar in front of him and transfers the leg that was behind him to it. He moves the freed block forward and places his foot on it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the starting line, does the same. The team whose players switch places in the columns the fastest wins.

Animal relay

The players are divided into 2 - 4 equal teams and line up in columns one at a time. Those playing in teams take the names of the animals. First up 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 teacher’s command, team members must jump to a given place just like real animals do. The “wolves” team runs like wolves, the “hares” team runs like hares, etc.

Rhythmic relay race with sticks

The game is played between two or more teams, which line up in columns in front of the starting line. The first team players have gymnastic sticks in their hands. At the leader’s signal, the players run with them to a stand located 15 m from the starting line, run around it and return to their columns. Holding the 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 standing in front of him, who is next, 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 run the distance.

Jumping on stripes

There are strips 50 cm wide on the floor across the court. Players in teams stand on one side of the court. At the 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. - as instructed by the teacher. Those who complete the task correctly receive a point. The team that receives more points. Repeated 2-3 times.

Unload the car

Children are invited to unload the “cars” with “vegetables”. The machines are placed against one wall, and two baskets are placed opposite them against the other wall. One player at a time stands near the baskets and, at a signal, runs to the cars. You can carry vegetables one at a time. Vegetables must be the same in all machines, both in quantity and volume.

Other participants can then "load" the machines; In this case, the players stand near the cars, run to the baskets at a signal and carry the vegetables into the cars.

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