Competitive and entertainment program for students in grades 1-4 “Autumn Ball”


School breakfast

This challenge will require lunch containers, but opaque ones! Each container contains any product with a specific smell, for example, fried pie, tangerine, sausage, cucumber, and so on. Each participant receives a sheet of paper and a pen. One by one, the children approach each container, smell it and write down on their piece of paper what they think is there. After all participants have determined what is in the lunch containers, the presenter announces the correct answer. Whoever correctly sniffed out all the products in the containers will receive a prize.

Outdoor games for 8th grade


Outdoor
games
in 8th grade

Completed by: Chizhevskaya R.V.

physical education teacher

Secondary school No. 5

Third wheel

Children in pairs, holding hands, walk in a circle. Two leaders: one runs away, the other catches up. The person running away from pursuit takes one of the pair by the hand. Then the one who remains becomes redundant and runs away. When the one catching up touches the one escaping, they change roles.

Rules of the game

: 1) Children in pairs, holding hands, walk in a circle. Two leaders: one runs away, the other catches up; 2) The person running away from pursuit takes one of the pair by the hand; 3) Then the one who remains becomes redundant and runs away. When the one catching up touches the one escaping, they change roles.

Higher feet off the ground

Before playing, children choose an area beyond which they cannot run. Then one catcher is chosen. He begins to catch the players who are running away. At the same time, children try to lift their feet off the ground (stand on a bench or stone). In this situation, the catcher has no right to insult them. If the catcher catches up with the player, they switch roles.

Rules of the game

: 1) Before the game, children choose an area beyond which they cannot run; 2) Then choose one catcher; 3) He begins to catch players who are running away; 4) At the same time, children try to lift their feet off the ground (stand on a bench or stone). In this situation, the catcher has no right to insult them; 5) If the catcher catches up with the player, they change roles.

Note

The catcher is prohibited from ambushing the player, and the others should not remain with their legs raised for more than 20-30 seconds.

Web

There may not necessarily be two teams. More is possible. Members of each team form a circle holding hands. Then they need to mix up and intertwine the circle. At the same time, do not unclasp your hands. Then they need to return to their original position. Timed competition. Whoever is faster is the winner.

Golden Gate

In the Golden Gate game, two players stand opposite each other and, holding hands, raise their arms up. The result is “collars”. The rest of the children stand one after another and put their hands on the shoulders of the one in front, or simply join hands. The resulting chain should pass under the gate.

Rules of the game

:

1) Two players stand opposite each other and, holding hands, raise their hands up. The result is “collars”;

2) The rest of the children stand one after another and put their hands on the shoulders of the person walking in front, or simply join hands. The resulting chain should pass under the gate;

3) Children who are caught also become “gatekeepers”. Gradually the number of “gates” increases, and the chain decreases; 4) The game ends when all children become “gates”.

Tag

The participants of this game are located in a circle at a distance of one step from each other. Using a counting rhyme, two drivers are selected; they stand at some distance from the players. One of the drivers becomes a “tag” - he catches up with the other player. If the runner sees that the “tag” will soon overtake him, he asks for help from one of the players standing in the circle, calling him by name. The named player leaves his place and runs in a circle. The free space is taken by the runner, and the named player runs away instead. The vacated place can also be taken by the catcher, if he has time. In this case, the new catcher is the one who was left without a place.

Crocodile

The participants of the game are divided into 2 teams and sit opposite each other. Players from each team take turns thinking of the word that needs to be depicted and speaking it into the ear of one of the players on the opposing team. This player then stands in front of his team and mimes the hidden word. His team must guess the hidden word.

The team that manages to guess the most words wins.

King of the Hill

For this game you need to find or build a high mountain of snow yourself. All participants stand at the base of the mountain. At the signal, all participants begin climbing the mountain, while trying to interfere with their neighbors, pushing and pushing them aside. The first one to reach the top becomes King of the Hill. However, this is just the beginning! You can only be King of the Hill for a certain amount of time, say 5 minutes. The remaining participants must make every effort to push the Tsar off his mountain during this time, and he, in turn, must not succumb to the onslaught of the attackers. The winner is the one who remains on the top of the mountain after time.

Tags with hat

(You will need a hat for this game.)

At the beginning of the game, a driver is selected. One of the players puts on a hat. The driver's task is to show off the player wearing the hat. However, this is not so easy to do, since players constantly pass the hat to each other. The player who was given the hat must stop and put it on. It is prohibited to run while holding a hat in your hand.

If the driver manages to insult the player wearing the hat, they change roles. If a player drops his hat on the ground or forgets to put it on his head, he becomes the new driver.

Trap

Players form 2 circles - inner and outer. To the music, they move in different directions at the leader’s signal, then at his signal the circles stop. Players standing in the inner circle, holding hands, raise them up, forming a “gate”. The rest run under these “gates” back and forth in different directions. At the second signal, the “gate” closes (hands go down) and all those who are inside the circle at that moment are considered caught. Caught players move to the inner circle, after which the game continues. When there are few children left in the outer circle, they hold hands and form an inner circle, becoming the “gate”.

Wheel

Participants in this game stand in a circle of 3-4 people with their backs to each other. The selected driver runs along the circle and touches the player standing behind with his palm, who in turn touches the player standing in front, etc. The player standing first, after touching, says: “Run with me!” After this, the dressed row, following the driver, tries to run around the circle as quickly as possible and return to its place.

If the player standing in front shouts: “Run away!”, the players from the standing row must run around the circle in the direction opposite to the driver’s movement. The driver continues to run towards them and takes a place in this row. The last player to arrive becomes the driver and the game continues.

Balandwarak

Tajik folk game The game is popular among teenagers. They usually play on the hillside. Participants line up in pairs in a column. At the command of the leader, each pair takes turns jumping up the hill, tightly connecting both legs. Those who manage to cover a greater distance by jumping in this position win. The jumpers stand at a certain distance from each other. The winners in pairs can compete with each other. The game develops physically, hardens, develops patience and endurance.

Rebane

Estonian folk game. To play rebane, all participants are divided into groups of three. Usually two “catchers” are girls, and the third, a boy, portrays a “fox”, in Estonian “rebane”. Sometimes it happens the other way around, when two boys catch a girl. The players are holding a scarf 4-5 m long, tied in a loop. The “catchers” hold the ends of the scarf with one hand, and support the loop with the other. The player representing the “fox” must slip through this ring before the ring can be tightened. Not everyone manages to slip through the ring. If the “catchers” are fast, they grab the “fox” by the belt, if less agile, by the leg, but if the “fox” turns out to be more cunning and dexterous, she will be able to slip through the ring before it tightens. 8-10 groups can participate in the game “rebane” at the same time.

Struggling chain

The players of each team join hands and stand on a line (10 steps between the lines) facing each other. Then they converge in the middle so that each competitor from one team takes a place between two players of the other team. It turns out to be a kind of chain where the players of each team look in opposite directions. At a signal, they try to push the enemy behind the starting line. Players who break the chain are eliminated from the game.

Free place

Having chosen the leader, the participants of the game stand in a circle with their backs to the center. The leader runs, going around the circle from the outside. Stops for a second in front of any player, claps his hands and runs in the same direction. The one he called immediately runs, but in the opposite direction.

Goal: take an empty seat. The one left without a seat becomes the leader.

Vicious circle

Players stand in a circle facing its center. A driver is chosen, who then leaves the circle. No one takes his place, and the circle is not closed. All other players who remain in the circle move their hands behind their backs. At the leader’s signal, the selected driver walks in a circle behind the other players and chooses a “victim”. As soon as the choice is made, the driver pats the intended “victim” on the shoulder, turns around and runs in a circle. The chosen player also quickly runs out of the circle and moves in the opposite direction. When these two players meet, they must now try to quickly occupy an empty space in the circle. The one who turns out to be slower becomes the next driver.

Guarding the Runs

Preparation.

A stand 1.5-2 m high is placed in the center of the site (or hall). One team, calculated in numerical order, takes a place around the stand, and the other, divided into two groups, is located behind the end lines.

Contents of the game.

Team players standing behind the lines throw a volleyball between themselves, trying to hit it in the rack. The players of the team located not far from the post take turns running from one end line (stepping on it with their feet) to the other and returning back to the place they occupied before the start of the game. For each person who runs across, the team receives one point. The game lasts 16-20 minutes, and after 8-10 minutes the teams change roles. The team that makes the most runs during this time wins, i.e. who scored more points.

Rules of the game:

1. If the team throwing the ball manages to hit the post, the players on the court change roles. 2. Those standing inside the site should not step outside the circle line (2 m in diameter) drawn around the stand. 3. Defenders must not deliberately hold up the ball. 4. Players inside the court must not run out before the previous runner appears.

Web

There may not necessarily be two teams. More is possible. Members of each team form a circle holding hands. Then they need to mix up and intertwine the circle. At the same time, do not unclasp your hands. Then they need to return to their original position. Timed competition. Whoever is faster is the winner.

Round dance

Before the game, a large circle is drawn on the ground. The players, holding hands, stand around him. At the first whistle of the leader, everyone goes, as if in a round dance. At the second whistle, the players, without separating their hands, back away, trying to pull someone inside the circle. A player who cannot resist and steps over the line leaves the game. The leader gives the signal again, and everyone walks along the circle.

This game continues as long as you can cover the circle holding hands.

The rules of the game can be slightly changed by drawing a small circle inside the circle. In this case, 3–4 players advance to the finals of the game, and they are declared winners.

centipedes

Participants are divided into two teams and stand next to each other according to height. The tallest players take the lead. They put their left hand under their feet, and the next player must grab it from behind with their right hand, and so on. You will get two “centipedes” who will need to run to the finish line without releasing their hands. Whoever is first wins.

Pull me out

Each team chooses a driver by drawing lots, and the teams exchange these players. The participants of each team, except for the drivers, stand in a close circle and walk in a circle. The driver's goal is to pull out all rival players from the circle. The driver remains outside it. The winner is the team whose driver quickly pulled all the players out of the circle of opponents. In the second option, one driver is selected, the rest stand in a tight circle. The driver tries to pull out one of the players; if this task is completed, he becomes a participant in the circle, and the “pulled out” one becomes the driver.

Leapfrog relay

Preparation.

The players are divided into two teams, which stand in columns one at a time parallel to each other.
The intervals between teams are 3-4 m. In front of each column, at a distance of 8-12 m from the starting line, a circle (1.5 m in diameter) is drawn or a rectangle is drawn. The first team numbers appear in it. Each person rests his hands on one leg and, leaning forward, hides his head. Contents of the game.
At the teacher’s signal, the players standing in the columns in front run forward and perform a vault jump, pushing off with both legs and leaning their hands on the back of a friend (leapfrog jump), and then stand in his place. The players who were jumped over run back to their columns, touch their palms to the next players, and then stand behind their teams. Those who receive a hand touch run forward, perform a vault and remain in circles, etc. The game ends when all players have finished jumping, i.e. the player who was first jumped over, jumping over a teammate, will remain standing in the circle, and the one who was jumped over will cross the start line from where the players started running. The team that finishes the relay the fastest wins.

Rules of the game:

1. It is prohibited to run beyond the starting line until the returning player touches the next player with his palm. 2. The player being jumped over must not change his position during the game and stand outside the circle (square).

Two balls over the net

Preparation. The game is played on a volleyball court. Instead of a volleyball net, a rope with ribbons attached can be stretched. The players are divided into two teams of equal numbers, which stand on two halves of the court in two or three rows. Each team receives a volleyball. Contents of the game. When the whistle blows, the team's referees throw the balls over the net to the opponent's side. The transfer of balls continues until two balls are on one side at the same time. The whistle is blown, play is stopped, and the team with two goals loses one point to the other team. The balls are returned to the P team and their transfer begins again (at a signal). The first team to score 10 points wins. Rules of the game: 1. The ball must not fly under the net. 2. The ball must not fall outside the opponent’s court. 3. Both balls must not end up on the opponent’s side at the same time. 4. If the balls collide in the air when serving, the players repeat serving the balls. 5. If a player throws the ball over the net before the whistle blows, his team loses a point. 6. For each violation of the rules, the team receives penalty points.

Step forward

Preparation.

Two teams play on a large court (at least 40 m long). The end lines are drawn 20-30 m from the center line on each half of the court. Each team is randomly located on its field 5-10 m from the center line.

Contents of the game.

At the signal, one of the players (according to the conditions) begins the game: throws a volleyball in the direction of the opposing team’s front line. Its players try to volley the ball. If this succeeds, the one who caught the ball from the catching point takes a big step forward and throws it onto the opponent’s court (the ball that has fallen to the ground is thrown from the place where it landed). Throwing and catching continue until one of the teams throws the ball over the opponent's end line. The first team to throw the ball over the opponent's end line wins.

Rules of the game:

1. The players of each team throw the ball in turns established before the start of the game (according to tactical calculation).

2. The person who catches the ball from the volley passes it to the next player to throw.

Lapta

To play you need a small rubber ball and a lapta (round stick 60 cm long, handle 3 cm thick, base width 5-10 cm). Two lines are drawn on the site at a distance of 20 m. On one side of the site there is a city, on the other there is a horse.

The game participants are divided into two equal teams. By lot, the players of one team go to the city, and the other team leads. The city team starts the game. The thrower kicks the ball, runs across the court beyond the line and returns to the city again. The drivers catch the hit ball, run across the court behind the line and return to the city. The drivers catch the hit ball and try to stain the runner. They can throw the ball to each other to hit the runner at a closer distance. If the field players manage to stain the runner, they move to the city. Otherwise, the players remain where they are. The game continues, the second player scores the ball. In turn, all players of the kicking team act as throwers. But players are not always able to immediately return to the city. In this case, they expect to be rescued. Only the one who hits the ball far can help out.

It often happens that the one who hit the ball could not immediately run over the line. He waits for the next player to score the ball, then two players run behind the line. A more difficult situation may arise when all but one of the players on the kicking team are on the line, then the player who has not yet kicked is allowed to hit three times. If he misses, then the city players give up their place to the drivers.

Rules of the game.

Serving workers must not cross city limits. Anyone who cannot score the ball with a rounder is allowed to throw it into the field with his hand. The city team moves into the field if all players have kicked the ball, but no one has crossed the line.

Ball to average

Preparation.

The game requires two basketballs or volleyballs. The players are divided into two equal teams, and each of them lines up in a circle at arm's length or wider. Players in both circles are settled in numerical order. The first numbers stand in the middle of their circles with the ball in their hands.

Contents of the game.

At the leader’s signal, the central players in the circles throw the ball to the second numbers, receive it back from them, throw it to the third, also receive it back, etc. When the central player receives the ball from the last (by number) player, he passes it to the second player and changes places with him. The second player stands in the middle of the circle and also starts the game: he throws the ball to the third player, receives it from him, passes it to the fourth, etc. The game ends when everyone has been the center player. The team that finishes throwing the ball first wins.

Rules of the game:

1. You can pass the ball in any pre-established way: with one or two hands, from below, from the chest, from behind the head, hitting the ball on the ground, volleyball pass, passing the ball with your foot on the ground. 2. The ball is thrown to all players in strict sequence. 3. Anyone who drops the ball or does not catch it must pick it up himself and continue the game.

4. The next center player can begin passing the ball as soon as he catches it from the previous center.

Ball for the captain

Preparation.

The game is played on a court or in a hall measuring at least 6x12 m (preferably in a basketball hall or on a court). Players are given a basketball and headbands or vests based on half of the players. In the hall (on the site) two opposite corners are outlined and a line is drawn forming a corridor - a neutral zone. A circle is drawn in the middle of the court to start the game. The players are divided into two equal teams; in each they choose a captain and a catcher. One team is distinguished from another by bandages. Team catchers stand in the corners of the hall. Players are placed on the court in pairs (from different teams). The captains stand at the central circle.

Contents of the game.

The leader, going to the middle of the court, throws the ball up between the captains. Each of them tries to hit the ball to their players. Having captured the ball, the players of each team try to bring the ball as close as possible to their catcher through passes and throw the ball to him so that he catches it on the fly. Opponents try to intercept the ball and, in turn, bring it up and throw it to their catcher. The players prevent the catcher from catching the ball. At the same time, neither the players nor the catcher have the right to enter the neutral zone. The players on each team are approximately equally divided between defenders and forwards.

continuation

Both of them can move around the entire field. When the catcher of one of the teams catches the ball on the fly, the game starts again from the center of the court, and the team receives a point for catching the ball. The game continues for the set time (10-15 minutes), after which the teams change sides of the court and play the second half of the game. The team with the most points wins.

Rules of the game:

1. Running with the ball is not allowed. The player can take no more than 2 steps and pass the ball on the 3rd. Otherwise, the opponents throw the ball on the side, opposite the place where the mistake was made. 2. The ball is considered caught if the catcher catches it from the air or after bouncing off an opponent. 3. A ball that bounces off the ground or wall is not counted by the catcher. 4. The ball that has flown beyond the boundary of the court is thrown in by the opposing player from the place where the ball flew over the boundary. 5. If a defensive player enters the neutral zone, the ball is thrown in from the side by the opponent. 6. If the catcher jumps into the neutral zone while trying to take possession of the ball, the catch does not count. 7. After the catcher catches the ball, the game begins from the middle or the opponent throws the ball from the front side near the corner of the court (by agreement). 8. You cannot push each other or snatch the ball. For violating this rule, a penalty throw is given: the injured player stands 5 - 6 m from his catcher and throws him a ball, which can only be returned by one of the opposing team’s defenders. Everyone else is behind the penalty line. The penalty line is drawn 5 - 6 m from the neutral zone. 9. If two players grab the ball at the same time, a jump ball is awarded.

Shuttle

Preparation.

The game can be played simultaneously on different halves of the hall, teams can be mixed or separate in composition. The two competing teams are located to the right and left of the drawn line. It is agreed that the players of one team will jump (pushing with both feet) to the right of the line, and the players of the other team will jump to the left.

Contents of the game.

Teams select captains who take turns sending players to the halfway line. After the initial jump of the first number, the line of his landing is marked on the heels. The player returns to his team, and a player from the other team jumps from the marked line in the opposite direction (towards the middle line). A mark of his landing is also made. From this mark, the first team player again jumps in the other direction, etc. The reference line is always the middle line. If the last player manages to jump over it, his team wins. If it fails, then the team loses the segment that is missing from the halfway line.

Rules of the game:

1. It is not allowed to step beyond the line from which they are jumping. 2. If after landing the player steps back (leans his hand on the floor), then the mark is accordingly moved to the extreme landing point. 3. Each person is entitled to only one jump.

Manage to catch up

Preparation. Four racks are placed three steps from the corners of the hall. The boys of the class are located near the walls of the hall, stretching along its entire circumference. They turn their right side to the walls. The distance between players must be the same.

Contents of the game. On the command “March!” everyone starts running counterclockwise, running around the outside of the posts. Everyone’s task is not to let themselves be caught up and to try to touch the hand of the person running in front. The greasy ones go to the center of the hall so as not to disturb the others. The three most resilient students win the game.

Rules of the game:

1. The game is played separately between boys and girls.

2. You definitely need to throw your hand at the player running in front.

Running in teams

Preparation.

A line is drawn in front of the teams standing in columns (8-12 people each), and racks (medicine balls) are placed 10-12 m from each of them.

Contents of the game.

At the leader’s signal, the first five people take each other by the belt, run around the posts (counterclockwise) and run to the starting line. They run past their column, go around it from behind and run back to the posts. When they cross the starting line, sixth numbers join them, grabbing them by the waist, and now the six players run around the obstacle. After turning around the team, numbers seven join them, etc. The game ends when the entire team finishes without releasing their hands (i.e. the last player crosses the starting line). In the game, the first team numbers receive the most workload, so when repeating, the players are arranged in the reverse order. The team that finishes the relay first wins.

Rules of the game:

1. The start begins at the signal. 2. You need to run around the stand in the indicated direction without touching it. 3. It is prohibited to unclasp your hands. 4. Penalty points are counted for each violation.

Moving target

Preparation.

Students form a large circle (stand two or three steps away from each other). A line can be drawn in front of the players' socks. A driver stands out and goes into the middle of the circle.

Contents of the game.

At the leader’s signal, the children try to hit the driver directly with a volleyball, which the driver dodges while running inside the circle. Whoever manages to do this becomes the driver. The game can be played in two or three circles. The player who has spent the longest time in the role of driver wins.

Rules of the game:

  • During the game, those throwing the ball are not allowed to step over the line with their feet.

2. Hitting a player after the ball has bounced off the ground does not count.

  • If the driver manages to catch the ball, he is not eliminated from the game.
  • A hit to the head does not count.

Big relay race

Preparation.

Flags are placed at the four corners of the site, and a large flag is placed in the center. The class is divided into three teams, which line up in columns one at a time near the starting line. One runner from each team is called to the starting line.

Contents of the game.

At the signal, the players standing at the head of the column run around four flags and, having reached the finish line (next to the starting line), pass the baton to the second numbers who took the starting position at the start. The team whose trailing player finishes running around the flags first wins. He must be the first to run up to the central flag (stand) and knock on the pole with the relay baton. The second person to arrive brings his team second place.

Rules of the game:

1. Small flags are run around from the outside.

2. The last player on the team, before running to the central flag, must run around the fourth corner flag.

Who is stronger?

Preparation.

To play, you need to prepare five or six rings of thick rope. The diameter of such a ring is 30 cm. The players are divided into two teams. Five or six circles are marked in the middle of the site, into which rope rings are placed. Control lines are drawn 2 m from the circles on each side.

Contents of the game.

At the direction of the leader, five to six people from each team approach the circles and, making up pairs, take the rope rings with their right or left hand (which is agreed upon in advance.) At a common signal, each of the players making up the pair tries to pull the opponent over the control line located behind . The one who wins gets one point for his team. The team with more points wins.

Rules of the game

:

  • When tugging, you must not intentionally let go of your hands.

2. The one who has crossed the control line with both feet is considered to be overstretched.

Scientific relationship

The guys are divided into teams and for each team they are given a piece of paper on which 2 columns are written: in the first - the names of branches of science, and in the second one or two words characterizing this branch. All the words are written randomly, and the task of each team is to match everything correctly and use arrows to indicate which industry is connected with what. Whoever does it faster wins. Examples: paleontology - fossilized minerals; geochronology—age, minerals, and rocks; selection - new varieties, animals and plants, and so on.

Drawing competitions

Creative drawing competitions are especially suitable for an interesting home New Year's party. Organizing entertainment for a small family group of children does not require large investments in props. Rather, it requires the participation of an adult with a bit of creative ability.

Draw Santa Claus

Props:

  • several large sheets of paper
  • pencils or markers,
  • scarves for blindfolding.

The players are blindfolded and given a felt-tip pen. They draw Santa Claus almost by touch. The prize goes to the one whose fairy-tale character turned out better.

Option 1.

Draw only with your left hand (for left-handed people with your right hand).

Option 2.

You can draw self-portraits. It’s fun to take a photo of the author and his image as a souvenir!

Option 3.

Do not close your eyes, but tie the felt-tip pen to a long stick.

Option 4.

Several people take turns drawing, also with their eyes closed. Each element: face, hat, beard, torso, legs...

Similarly, you can draw on any topic.

Guess one piece at a time

Props:

  • sheets of paper with a drawn fairy-tale hero,
  • a large white sheet with a cut window (2-3 cm).

Fairy-tale characters are drawn on several sheets of whatman paper. On top is a sheet with a window that can be moved around the picture. The children’s task is to guess from the fragment they see what is drawn.

Chain of drawings

Props: A-4 sheets, felt-tip pens.

Children stand in a chain. Santa Claus shows a very simple drawing that needs to be drawn (Christmas tree, house, snowman, sun...)

The first person puts a piece of paper on the back of the person in front and begins to draw on it. The second, without saying out loud which image he guessed, draws it to another comrade. That one to the next one. It will be funny at the end of the game to compare the first drawing and the last! It's reminiscent of the game "Broken Phone", only with drawing.

I'll draw your portrait

Props: paper, markers or pencils.

The players draw any of the children they see around. You don’t have to be a good artist; you can draw very schematically, noticing characteristic features.

Then the children guess who was depicted in the portraits.

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