Don't forget the old stuff. The role of Tatar folk holidays and games in physical education

“We sell pots” (Chulmak ueny)

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:


Hey buddy, sell the pot!

Buy

How many rubles should I give you?

Give me three


The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game . You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

"Gray Wolf" (Sary Bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):


Where are you going, friends?

We are going into the dense forest

What do you want to do there9

We'll pick raspberries there

Why do you need raspberries, children?

We'll make jam

What if a wolf meets you in the forest?

The gray wolf won't catch us!


After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:


I'll pick berries and make jam,

My dear grandmother will have a treat

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!


After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

Rules of the game. The person portraying the gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

“Jump-jump” (Kuchtem-kuch)

A large circle with a diameter of 15-25 m is drawn on the ground, and inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.



Rules of the game. You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

"Flappers" (Abakle)

On opposite sides of the room or area, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: left hand on the belt, right hand extended forward with palm up.

The driver is selected. He approaches those standing near the city and says the words:


Clap and clap - this is the signal

I'm running, and you're following me!


With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Rules of the game. Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

“Take a seat” (Bush Ursh)

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:


Like a magpie arecochu

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder -


Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game. The circle should stop immediately when you hear the word run. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

“Traps” (Totysh uyena)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.

Rules of the game . The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

"Zhmurki" (Kuzbaylau uyen)

They draw a large circle, inside it, at the same distance from each other, they make holes-holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle. The rest take places in the hole-holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” - and the one who was caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peep. During the game, no one is allowed to leave the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

"Interceptors" (Kuyshu ueny)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:


We have to run fast,

We love to jump and gallop

One two three four five

No way to catch her!


After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.

Rules of the game. The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

"Timerbay"

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says:


Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got nasty, splashed,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening,

We looked at each other,

They did it like this!


With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game. Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).

“Chanterelles and Hens” (Telki ham tavıklar)

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Rules of the game. If the driver fails to stain any of the players, then he drives again.

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each rank is revealed, as well as the winning rank, in whose team larger number participants will throw the bags to the flag.

Rules of the game. Everything must be thrown at the signal. The team leaders keep score.

“Ball in a circle” (Teenchek uyen)

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules of the game . The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.

“Tangled Horses” (Tyshauly atlar)

The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line. At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game. The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).

Timerbay.

The players, holding hands, make a circle and choose the driver - Timerbai. Timerbay stands in the center of the circle and says:

Timerbai’s five children play together and have fun.

We quickly swam in the river, played tricks, splashed,

They washed themselves well and dressed up nicely.

And they didn’t eat or drink, they ran into the forest in the evening,

They looked at each other and did this!

With the last words “That’s it!” The driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself. Game continues. The movements that were shown cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game: balls, braids, ribbons, etc.

Take a seat.

One of the game participants is chosen as the driver. The rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie,

I won't let anyone into the house.
I cackle like a goose,

I'll slap you on the shoulder - run!

Having said “Run!”, the driver hits one of the players on the back, the circle stops, and the one who was hit runs from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver. At the same time, running is only allowed in a circle, without crossing it. While running, you must not touch those standing in a circle.

Gray wolf.

One of the players is chosen as a gray wolf, who, squatting, hides at one end of the site. The rest of the players are on the opposite side. At the signal, everyone goes to the forest to pick berries and mushrooms. The leader (a gray wolf) comes out to meet them and asks, and the children answer him in unison:

Where are you going, friends?

We are going into the dense forest.

What do you want to do there?

We'll pick raspberries there.

Why do you need raspberries, children?

We'll make jam.

What if a wolf meets you in the forest?

The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick the berries and make jam.

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all.

And there are no wolves or bears to be seen at all!

After the words “Not to be seen!” the gray wolf gets up and runs after the players, trying to tarnish someone. He takes the prisoners to the lair.

Jump-jump.

A large circle is drawn on the ground, inside it there are small circles with a diameter of approximately 30 cm for each participant in the game. The driver stands in the center of a large circle and says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The one who is left without a place becomes the driver. You can't push each other out of the circles. Two players cannot be in the same circle.

Firecrackers.

On opposite sides of the room or area, two cities are marked with two parallel lines. Do all the children line up in one line near one of the cities? The left hand is on the belt, the right hand is extended forward with the palm up. The driver is selected. He approaches those standing near the city and says the words:

Clap and clap - the signal is like this:

I'm running, but you wait!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and those who lag behind will become the driver.



Chanterelles and chickens.

At one end of the site there are chickens and roosters in a chicken coop. There is a fox on the opposite side. Hens and roosters walk around the site, pretending to peck at various insects, grains, etc.

When a fox creeps up on them, the roosters cry: “Ku-ka-re-ku!”

At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Guess and catch up.

The players sit on a bench or on the grass in one row. The driver sits down. He is blindfolded.

One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner.

If the driver says the name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run. As soon as the driver catches the player, he sits at the end of the column, and the one caught becomes the driver.

Ball in a circle.

The players, forming a circle, sit down. The driver stands behind the circle with the ball. At the signal, the driver throws the ball to one of the players sitting in a circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Traditional competitions

"Struggle" (Koresh)

Tatar national belt (sash) wrestling "Kuresh" is an ancient competition. Competitions were held during holidays and folk festivals, but the main competitions were held on the main Tatar holiday Sabantuy.
Rules: Wrestling matches are held in several age and weight categories. The wrestlers must hold each other by the sashes and thus try to put the opponent on his shoulder blades. Whoever was the first to throw his opponent on his back is the winner. Then there were fights between all the winners in the categories, and the winner of all traditionally received the title “Batyr” (Strong Man) and the main prize of a live ram.

"Shooting" (Uk atu)

Archery at targets. The one who hits the target wins minimum quantity arrow

"Raising the Stone" (Tashlyk)

Participants lift heavy stones. The one who lifts the stone the most times wins.

"Pillar" (Bagana)

You need to climb onto a slippery polished vertical pole and reach for one prize of your choice. Standard prizes, as a rule, were boots, bast shoes, a live rooster, and a bunch of delicacies. In winter, sometimes the pillar was watered beforehand. The point of the competition is that it is very difficult to climb the pole, but from the outside it looks funny and interesting.

"Breaking the pot" (Chulmak vatu)

Blindfolded with a stick you need to hit clay pot and break it. Spectators give directions to the participants.

"Tug of War" (Arkan Tartysh)

A rope (or a thick rope rope) several meters long is placed in the middle of the platform along it. The middle of the rope is marked with a colored ribbon (rag). The players are divided into two teams, equal in number of players and strength. The players, divided into pairs as a team, stand to the right and left of the rope, trying to pull the rope in their direction. When one of the teams manages to move back with the rope so that the ribbon crosses the control line, the whistle is blown and the fight stops. The winner is the team that was able to pull the rope to their side.

"Running in sacks" (Kapchyk yogeresh)

At the leader’s signal, the participants must quickly climb into the bag with their feet, and, holding it with their hands near their belts, jump to the designated place. Having run around it, the player returns, gets out of the bag and passes it to the next player, who repeats all the actions. During the game, the bag is not allowed to fall. If a participant falls during the relay, he can get up and continue the competition.

"Running with an egg on a spoon" (Yomyrka yogeresh)

Players must run with an egg on a spoon in their mouth to reach the finish line and return back. The main condition of the game is to keep a spoon with an egg in your mouth and reach the finish line without dropping the egg.

"Running with a yoke" (Koyantә yogeresh)

Race with buckets filled with water on a rocker. The main condition of the game is to reach the finish line without spilling water. Participants must run to a landmark with buckets filled with water. Having run around the landmark, return to the starting line without pouring water from the bucket. The winner is the player who returns to the starting line faster without pouring water from the bucket.

"Sack fight" (Әtәchlәr talashuy)

Comic competition. Players sit or stand on a fixed round log, they are given bags filled with rags or straw, and with these bags they must knock each other off the log.

"Blind Hunt" (Kisep alu)

Comic competition. Players must go blindfolded with scissors in their hands to the indicated place and cut off the souvenir. Whoever cut it faster wins. Spectators give directions to the participants.

"Katyk"

A comic competition - getting a coin with your teeth from a full bowl with a roll at speed.

Equestrian competitions

"Horses" (Bayge)

Competition between riders over straight distances and in a circle. 2 or more riders can participate. You need to ride your horse first to the finish line.

"Sleds" (Zhigelep bergә)

Race competition on paired horse-drawn teams.

"Under the saddle" (Mich tobe iyar)

Fast riding, when the rider stays under the body of the horse.

"Cut the apple" (Chabu alma)

It is necessary to chop an apple impaled on a rod at a gallop.

"Scarf" (Shәl)

The guy-rider must bend down at full gallop and pick up the woman’s scarf from the ground, while staying in the saddle.

"Catch up and kiss" (Kyz kuu)

Grooms' competition. The guy-rider must catch up with the girl-rider and kiss her while galloping.

Children's games

"Running on the trail" (Ezennan baru)

The players are divided into; two teams and line up in two columns behind the starting line. For each team, continuous straight lines, large circles, spirals and other figures are drawn from the starting line. The first team players begin running along the drawn lines. Having returned, they touch their hands to the second players of their teams, and they themselves stand at the end of the column. The rest run the same distance. The team that finishes the relay first wins.

Rules:
-It is not allowed to start running until the returning player touches the next one with his hand.
-When running, you must strictly adhere to the distance lines.

“Into the knots” (Әyberlәrne tөenchek)

This game is good to play with the whole class.
A scarf or scarf is tied into a knot. Everyone chooses a driver and sits in a circle at a distance of 1.52 meters from each other. The driver leaves the circle, and the players begin to throw the bundle to the neighbor on the right or left. He catches it and throws it in any direction. The driver runs and tries to catch the bundle. If he even touched the knot, the player who had it begins to drive.
Remember: the driver cannot enter the circle! You can’t tease the driver; you need to “play dogs” immediately after receiving the knot and throw it to another player. You cannot throw a knot through the center of the circle.

"Zhmurki" (Kuzbaylau uyen)

They draw a large circle, inside it, at the same distance from each other, they make holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle. The rest take places in the holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules: The driver has no right to peek. During the game, no one is allowed to leave the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

"Take a seat" (Bush uryn)

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie
I won't let anyone into the house!
I cackle like a goose,
I'll slap you on the shoulder
Run!

Having said, run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.
Rules: The circle must stop immediately when the word “run” is said. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each rank is identified, as well as the winning rank, in whose team the largest number of participants will throw the bags to the flag.
Rules: Everyone must throw at the signal. The team leaders keep score.

"Who is first?" (Berenche by whom?)

The players line up on one side of the court, and on the other side a flag is placed indicating the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner,
Rules:

The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

"Chanterelles and Hens" (Telki ham tavyklar)

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.
Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Crow!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.
Rules: If the driver fails to stain any of the players, then he drives again.

"Traps" (Totysh uyena)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.
Rules: The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

"Ball in a circle" (Teenchek uyen)

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules: : The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.

"Copper stump" (Bakyr buken)

Players playing in pairs sit in a circle. Children representing copper stumps are sitting on chairs. The host's children stand behind the chairs.

To a Tatar folk melody, the driving buyer moves in a circle at alternating steps, looking carefully at the children sitting on the chairs, as if choosing a stump for himself. When the music ends, he stops near the couple and asks the owner:

I want to ask you
Can I buy your tree stump?
The owner answers:
Since you are a daring horseman,
The copper stump will be yours

After these words, the owner and the buyer go out of the circle, stand behind the selected stump with their backs to each other and, at the words: “One, two, three - run” - they scatter in different sides. The one who reaches first stands behind the copper stump.
Rules: Run only when signaled. The winner becomes the owner.

"Throwing stick" (Soyosh tayak)

A circle with a diameter of 1.5 m is drawn. A stick 50 cm long is placed in the circle. A shepherd is chosen with a counting table. One player throws a stick into the distance. The shepherd runs out to pick up an abandoned stick. At this time, the players are hiding. The shepherd returns with the stick, puts it back and looks for the children. Having noticed the one hiding, he calls him by name. The shepherd and the named child run to the stick. If the player comes running before the shepherd, then he takes the stick and throws it again, and hides again. If the player arrives later, he becomes a prisoner. He can only be rescued by a player who calls his name and manages to take the stick before the shepherd. When everyone is found, the one who was discovered first becomes the shepherd.

Rules: You can start looking for players only when the stick is found and placed in the circle. The player called by name must immediately come out of hiding. The prisoner is saved by the player who reaches the stick before the shepherd.

"Sticky Stumps" (Yebeshkek bukender)

The three-four players squat as far apart as possible. They represent sticky stumps. The rest of the players run around the court, trying not to come close to the stumps. The stumps should try to touch the children running past. The greasy ones become stumps.
Rules: Stumps must not move from their places.

"Interceptors" (Kuyshu uyen)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We have to run fast,
We love to jump and gallop
One two three four five
There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.
Rules: The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

"We sell pots" (Chulmak ueny)

The players are divided into two groups: potty children and potty owner players. The potty children form a circle, kneeling or sitting on the grass. Behind each pot stands the player who owns the pot, with his hands behind his back. The driver stands behind the circle.
The driver approaches one of the owners of the pot and starts a conversation:

- "Hey, buddy, sell the pot!"
-Buy!
-How many rubles should I give you?
-Give me three.

The driver touches the owner's hand three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules: :
- running is only allowed in a circle, without crossing it;
- runners do not have the right to touch other players;
- the driver can start running in any direction. If he started running to the left, the stained one should run to the right.

"Gray Wolf" (Sory bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 2030 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

Where are you going, friends?
We are going into the dense forest.
What do you want to do there?
We'll pick raspberries there.
Why do you need raspberries, children?
We'll make jam.
What if a wolf meets you in the forest?
The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,
My dear grandmother will have a treat.
There are a lot of raspberries here, it’s impossible to pick them all,
And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair where he himself was hiding.

Rules: The person portraying a gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

"Jump-jump" (Kuchtem-kuch)

On the playground, a circle with a diameter of 15-25 m is drawn, inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of the large circle.
The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules:
- you cannot push each other out of the circles;
- two players should not be in the same circle;
- when changing places, the circle is considered to be the one who joined it earlier.

"Tangled Horses" (Tyshauly atlar)

A line is drawn on the playground. Flags and stands are installed at a distance of no more than 20 m from it. The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line.
At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules:
The distance from the line to the flags and posts should be no more than 20 m.
You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).

"Shooter" (Uksy)

Two parallel lines are drawn at a distance of 10-15 m from each other. A circle with a diameter of 2 m is drawn in the middle between them. One player is the shooter. He stands in a circle with a ball in his hands. The remaining players begin to run from one line to another. The shooter tries to hit them with the ball. The one who is hit becomes the shooter.

Rules: At the beginning of the game, the shooter becomes the one who, after the sudden command “Sit down!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball is thrown wide, the players throw the arrow. If a player catches a ball thrown at him, this is not considered a hit.

"Timerbay"

The players, holding hands, make a circle. They choose a driver, Timerbai. He stands in the center of the circle. The driver says:

Timerbai has five children,
They play together and have fun.
We swam in the fast river,
They got nasty, splashed,
Cleaned up well
And they dressed up beautifully.
And they didn’t eat or drink,
They ran into the forest in the evening
We looked at each other,
And that’s how they all did it!

With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules: Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).

"Guess and catch up"

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run. Rules:

If the driver does not understand your friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.

"Flappers" (Abakle)

On opposite sides of the room or area, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up. The driver is selected. He approaches those standing near the city and says the words:

Clap and clap the signal is: I’m running, and you follow me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.
Rules: Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

"The Lame Fox" (Aksau tolke)

Before the game starts, two circles are drawn on the ground: with a diameter of 510 m (the chicken coop) and a diameter of 12 m (the owner’s house). The players (there can be from five to twenty people) choose the owner and the fox. The rest of the playing chickens. The fox runs past the owner's house. The owner asks her: “Where are you going?” “For a fur coat,” the fox answers. After this, the owner “falls asleep,” and the fox runs into the chicken coop and must, jumping on one leg, catch the chickens (chickens run on two legs). If a fox smears a chicken, it becomes a fox.

And the owner from his circle makes sure that the fox always jumps on one leg. If the fox stands on two legs, the owner “wakes up”, runs into the chicken coop and catches it. If caught, he becomes a fox himself.

"Yurt" (Tirma)

The game involves four subgroups of children, each of which forms a circle at the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Holding hands, everyone walks in four circles at alternating steps and sings:

We are funny guys
Let's all gather in a circle
Let's play and dance
And let's rush to the meadow!

To a melody without words, the guys move in alternating steps into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), it turns out to be a yurt.

Rules: When the music ends, you must quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

Marina Avdoshina
Card index of Russian, Mordovian, Tatar folk games for senior preschool age

HISTORY OF RUSSIAN FOLK GAMES

The culture of every nation includes the games it creates.

For centuries, these games have accompanied Everyday life children and adults, produce vital important qualities: endurance, strength, agility, speed, instill honesty, justice and dignity.

Russians folk games have a history of thousands of years:

they have survived to this day from ancient times, passed down from generation to generation, absorbing the best national traditions.

Russian folk game "Shine Clear"

Objectives: To promote the development in children:

Independently change the direction of movement with a change in timbre

music colors;

Organization, development of dexterity, speed.

Progress of the game:

Children stand in a circle holding hands. In the middle is a child with a handkerchief in his hand.

All children walk to the right in a circle, the driver waves his handkerchief.

The children stop and clap their hands. The driver jumps inside the circle. When the music ends, he stops and stands in front of two children standing in a circle.

The players sing in chorus:

"Burn, burn clearly,

So that it doesn't go out,

One two Three!"

To the words “One, two, three!” They clap their hands 3 times, and the driver waves his handkerchief. After this, the selected children turn their backs to each other and run around the circle. Everyone strives to be the first to run, take a handkerchief from the driver and raise it high.

Russian folk game "Teremok"

Objectives: To promote the development in children:

The ability to convey the content of a musical work in movement;

Excerpts, expressiveness of game images.

Progress of the game:

Children stand holding hands in a circle. Pre-selected “animals” are Mouse, Frog, Fox, Bunny and Bear.

Here, across the field, across the field, a mouse runs, A mouse runs around in a circle.

“Who, who lives in the little house? The mouse knocks, sings,

Who, who lives in low places? runs into the circle.

There is a teremok in the field, a teremok. Children (“teremok”) walk along

He is not short, not high, not tall. circle and sing.

Here is a frog running across the field, The frog is jumping around in a circle.

She stopped at the door and knocked: The children stop.

“Who, who lives in the little house? The frog knocks and sings.

Who, who lives in low places?

Mouse. “I am a little mouse, and who are you?”

Frog. “And I am a Frog - a frog”

Mouse. “Come live with me!”

In the same way, “Fox” and “Bunny” enter the circle. When “Bear” approaches the mansion, he says: “I am Mishka - everyone’s trap” - all the animals scatter, and the Bear catches them.

Russian folk game "Granny Yozhka"

Goal: To promote in children the ability to perform movements on a signal, practice running with dodging, jumping on one leg, and the ability to play in a team.

How to play: Children form a circle. The driver, Grandma Ezhka, stands in the middle of the circle, holding a “broom” in her hands. The players are running around and teasing her:

Grandma Hedgehog - Bone Leg

Fell from the stove, broke my leg,

And then he says:

My leg hurts.

She went outside -

Crushed the chicken.

I went to the market -

She crushed the samovar.

Grandma Ezhka jumps on one leg and tries to touch someone with a broom. Whoever it touches is “bewitched” and freezes.

Rules of the game: “Bewitched” stands still. Another driver is selected when there are many “bewitched” people.

HISTORY OF MORDOVIAN FOLK GAMES

Folk games - view artistic creativity people.

Mordovian folk games arose in ancient times and reflected the family, everyday and social relations of people, their work activities, connections with environment. The basis of Mordovian folk games were scenes from rural life.

Folk games had a target orientation in accordance with age. Children's paintings were distinguished by their spontaneity, unselfishness, and simplicity; they mainly depicted various types of work and the relationships between people in the labor process.

Mordovian folk game “Paradise-paradise”

Progress of the game: Two children are chosen for the game - the gate; the rest of the players are mothers and children. The gate children raise their clasped hands up and say:

Heaven, heaven, I'm missing it,

And I leave the last ones.

The mother herself will pass

And he will see the children through.

At this time, the playing children, having become a train, follow their mother through the gate. The gate children, with their hands down, separate the last child and in a whisper ask him two words - a password (for example, one child is a shield, the other is an arrow). The responder chooses one of these words and joins the team of the child whose password he named. When the mother is left alone, the gate loudly asks her: a shield or an arrow. The mother answers and joins one of the teams. Gate children stand facing each other, holding hands. The remaining members of each team line up behind their half of the goal. The resulting two teams pull each other. The winning team is considered the winner.

Mordovian folk game "Cauldron"

Goal: To introduce children to Mordovian national art.

How to play: A deep hole (about 50 cm in diameter) is dug in the ground. Small dimples are dug around it (ten to twelve pieces, which can be closed with the foot or heel. In the hands of the players, a round, smooth stick 50-60 cm long, 2.5 cm in diameter.

The leader throws a small ball and a pit-cauldron from a distance of 2-3 m. The players must knock the ball out of there. The ball that has flown out of the cauldron is taken by the host and thrown into the cauldron again. Players playing with sticks prevent the ball from getting into the hole. The hook is played until the ball hits the cauldron. If the ball is in the cauldron, the players must move from one small hole to another, while the leader must take one of the holes (salok). The one who doesn't get the tag is the one who drives. Game continues.

Rules of the game.

The players must knock the ball out without moving. You can move from hole to hole only when the ball hits the pot.

Mordovian folk game "Circular"

(Kunsema ball. Nalkhsema topsa)

Goal: To introduce children to Mordovian national art.

Progress of the game: The players draw a large circle, divide into two equal teams and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit the children in the circle with the ball. If someone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve; if he misses, he leaves the circle. When the ball has hit all the children, the players change places.

Rules of the game. The ball can only be caught from the air, from the ground does not count. The greasy ones leave the circle. A child who catches the ball and hits a player outside the circle remains in the circle.

HISTORY OF TATAR FOLK GAMES

The history of Tatar folk games is organically connected with the history of the people, their labor activity, way of life, customs, traditions, beliefs. Tatar folk games form an important integral part of the national culture Tatar people, are the oldest means of physical, labor, moral and aesthetic education of the younger generation.

Tatar folk games are distinguished by the competitive, collective nature of actions, high emotionality, and variability of individual ones.

Tatar folk game “Tatar fence”

To promote the development in children of joint actions with partners in the game.

To promote the development of the ability to navigate in space.

Description of the game: one subgroup of children stands along the hall, at a distance of 1 step from each other, takes hands and raises them above their heads, says the words:

“Wait, hang, my cabbage!

Hang on, hang on, my little fork!

How can I keep the cabbage from curling up?

How can I not get tangled with a fork!”

The children of the second subgroup, holding hands, run like a snake around the players of the first subgroup. Methodical instructions: players of the first subgroup cannot be touched.

Then the subgroups change. (Repeat 2 times)

Tatar folk game “Selling pots” (Chulmak ueny)

Progress of the game: The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

Hey buddy, sell the pot!

Buy

How many rubles should I give you?

Give me three

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game. You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

Tatar folk game Skok-jump (Kuchtem-kuch)

Goal: To introduce children to Tatar national art.

How to play: A large circle with a diameter of 15-25 m is drawn on the ground, inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles, jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules of the game: You cannot push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

Games for children senior group preschool educational institution

Russian folk game "Bees"
Rules: two players stand motionless, depicting a beehive. Others, holding hands, huddle around them and say in a recitative:
A small cup in the hive,
The porridge in it is delicious,
I want to eat
I don’t want to climb
The bees are angry, biting,
They fly terrible
They buzz well
They escort you far away.

One of the children is the “queen”, he approaches the hive and asks:
Bees are gray, blue-winged,
Fly across an open field,
Crouch to the damp earth,
Fly and fly for something sweet.
"Bees" answer:
We flew across the field,
They muttered in Turkish, collected the honey,
And in the hive the pattern was embroidered:
Without needles, without knots, without loops, without silks -
For people's needs!

The “queen” approaches the hive and throws the children to the ground, runs away, and hides.
Bee children:
The bees are flying
Noses are needles.
We sat down the hill
We sat under the tree.
Neither five nor six
There are a thousand of them.
They feed people
The huts are illuminated,
They don’t bark, they don’t bark,
And they bite painfully.
Then the “bees” “fly”, look for the “queen”, and buzz in her ears.

Objectives: to develop children’s dexterity, to cultivate interest in their native nature.

Russian folk outdoor game “Trunk Running”
Rules: the players gather near a fallen tree trunk (gymnastic bench), climb onto it, move back and forth from one edge to the other.
They gradually increase their speed and switch from walking to running, while saying in a recitative:

White birch,
Black Rose,
fragrant lily of the valley,
Fluffy dandelion
blue bell,
Turn!
Don't stop!

Whoever loses his balance and slides off the trunk is out of the game. Whoever lasts longer is the winner.
Objectives: develop dexterity, balance, competitive passion.

Tatar folk outdoor game “Earth, water, fire, air”
Rules: the players gather in a circle, in the middle -
leading. He throws the ball to someone, saying one of four words (earth, water, fire, air).

If the leader says “earth,” then the one who caught the ball must quickly name an animal;
if “water” - name the fish; “air” - a bird; “fire” - wave your hands. Everyone turns around. Whoever makes a mistake is out of the game.

Objectives: develop the ability to understand nature, experience positive emotions from communicating with nature.

Tatar folk outdoor game “Swallow”
Rules: draw a circle with a diameter of 1 meter. The “swallow” and the “watchman” are chosen by lot. The “Swallow” sits in the center of the circle, crossing its legs and tucking it under itself, the “watchman” walks around - guards. The rest try to touch the swallow with their hand. The "watchman" catches. If he succeeds, then the person caught becomes a “watchman.” “Swallow” changes after changing 2-3 “watchmen”.

Objectives: continue to develop dexterity and interest in native nature.

Tatar folk outdoor game “Tangled Horses”
Rules: the players are divided into 3-4 teams, line up behind the line in columns. Opposite they place flags.
At the signal, the first players jump around the flags, return, then the second jump, etc. The team that finishes the relay first wins.

Tatar folk round dance game “Tatar fence”
Rules: choose a leader according to the counting, the rest, holding hands, walk under their clasped hands, gradually “braiding” the shadow. At the same time they sing:
Go away, you go up,
My cabbage!
Go away, you go up,
My fork!
How do I, cabbage,
don't curl,
How do I, species,
don't get tangled.
Evening on cabbage
Evening on Vilovaya
Frequent heavy rain.

Repeated several times, the main thing is not to release your hands. Objectives: to cultivate a caring attitude towards native nature, interest in Tatar games.

Bashkir folk outdoor game “Swallows and Hawks”
Rules: players are divided into two teams, stand in two rows with their backs to each other. In the water row there are “hawks”, in the other row there are “swallows”. A leader is chosen. He walks and says the beginning of words (LA- or YA-), but does not say the ending. Then the group whose name (beginning) is pronounced scatters in different directions, and another group catches up with them. Those caught are considered prisoners of the catchers.

The team with the most players at the end of the game wins.

Objectives: continue to develop interest in our native nature, in Bashkir games.

Russian folk round dance game "Wreath"
Rules: go in a circle, saying:
The star dawns,
At dawn the sun will shine.
We'll go for a walk in the green garden,
We'll pick flowers and make wreaths.
We're going to the birch tree, we're going.
Bow down and let's go away.

In pairs they go to the birch tree, putting wreaths on their heads. They walk around the birch tree, hang their wreaths on it and sing:

You are already green, my wreath,
There is a pink flower in the field.
I'll put you, little wreath,
To the birch tree.

Tasks: to educate positive emotions, melodiousness, the ability to coordinate movements with the text.

Junior groups

Russian folk, outdoor game “Little legs - big legs”

Big feet.
Walked along the road:
Top-top-top.
Little feet
Running along the path:
Top-top-top.

Russian folk game-fun(verbal)

This finger wants to sleep
This finger went to bed
This finger took a nap
This little finger is already asleep.
Fingers stood up. Hooray!
It's time for them to go for a walk.

Objectives: learn to control your body, promote speech development.

Senior groups

Russian folk outdoor game "Santa Claus"
Rules: according to the counting, “Santa Claus” is chosen, he stands in the center of the circle drawn in the snow (on the floor). Children walk in a circle and say:

Father Frost, Father Frost
Overgrew the oak tree
He brought a cartload of gifts.
Frosts are bitter,
The snow is loose,
The wind is blowing.
Blizzards are swirling.
The cold has set in,
A bridge was paved on the river.

The children run away, “Frost” catches him (whoever he touches, he “for the ice cream”, sits motionless in a circle). When three of them are frozen, they prepare a “farm” - they make a snow woman. Everyone walks around the woman and says:
Santa Claus, Santa Claus brought Baba a snowy one. Baba, baba with a hare, Get a snowball.
Then everyone throws snowballs at the woman and destroys her.

Objectives: continue to develop dexterity, interest in Russian games, creativity in complicating the rules of the game.
Russian folk round dance game “Churilki” (from the word “chur”)
Rules: according to the counting, two are chosen, one is blindfolded, the other is given bells. Everyone walks around them, singing:
Tryntsy-bryntsy, bells,
The ends are gilded.
Who plays the bells?
The blind man's buff won't catch him.
Or:
Bells, bells
They rang, daredevils.
Guess where the ringing comes from?

Afterwards, the player with the bells begins to ring, and the child, blindfolded, begins to catch him. Once caught, two others are appointed. Game continues.

Bashkir folk round dance game “White Bone”
Rules: the leader is selected according to the counting rhyme. Participants stand in a line. The presenter sings:
White bone is a sign of happiness, key,
Fly to the moon
To the white snowy peaks.
He is resourceful and happy
Who will find you in time.
Throws a bone behind the line.

Nobody looks back. When the die falls, the leader says:

Look for a bone - you will find happiness soon,
And the one who is faster and more dexterous will find it.

You need to find and quietly bring the bone to the leader. If someone notices this, touches the shoulder, takes the bone, and runs to the leader. Whoever manages to bring the bone makes a wish - the participants fulfill it.

Objectives: to develop dexterity, patience, resourcefulness, active interest in folk games.

Junior groups

Russian folk game-fun “Ladushki-palms”
Rules: children perform movements, imitating the teacher:

Palms, palms,
Loud firecrackers,
Where have you been?
What did you see?

We were digging in the sand,
They put pies
Yes, yes, yes, yes, just like that,
They put pies.

The little ones are tired
The little ones slept
Yes, yes, yes, yes, just like that,
The little ones slept.

The little girls got up
The little girls were playing
Yes, yes, yes, yes, just like that,
The little girls were playing.
Objectives: to evoke positive emotions, to amuse, to amuse.

Senior groups

Russian traditional word game"Nonsense"
Rules: the driver is chosen according to a counting rhyme.
Everyone makes a wish for some object.

The presenter asks questions (about actions): “What did you wash your face with today?”, “What did you eat today?”

The one whose answer is most suitable becomes the driver.

Russian folk outdoor game “Storm of the Snow Fortress”
Rules: a snow fortress 1.5 meters high is being built. WITH inside shaft - there are defenders on it.
There are shields in the corners, in front of the fortress there are three lines of defense (indicated by flags and lines):

Russian folk outdoor game “Golden Gate”
Rules: choose two drivers according to the counting rhyme. They agree which of them is “Sun” and which is “Moon”. They join hands (facing each other), the rest in a line, holding hands, walk through the mouth. Drivers say:

Golden Gate
They don't always miss.
Saying goodbye for the first time
The second time is prohibited
And the third time we won’t let you through.

They catch the one who did not have time to pass, and quietly ask whose side he would like to take. It rises behind either the “Sun” or the “Moon”. When everyone has made a choice, the teams perform a tug-of-war using a rope or holding hands.

Objectives: to cultivate a friendly attitude towards others, to promote socialization.

Russian folk outdoor game “Sheep”
Rules: choose drivers according to a rhyme: one is a “shepherd”, the other is a “devil”, the rest are “sheep”. The “sheep” sit on the ground in a row. The “Shepherd” walks and says:

I'm herding, I'm herding sheep,
I graze day and evening,
And when the night comes,
The devil will come and steal the sheep.

“Damn” says: “Shepherd, go home, your mother bought you a new one.”
The “shepherd” goes home and asks “mom” what she bought him. “Mother” scolds: “What could I buy you?” At this time, the “devil” carries away 1-2 sheep. The “shepherd” is counting the sheep, missing the number, and is afraid to tell the “mother.” He continues to graze, the “devil” comes again, again sends the “shepherd” home, again steals the “sheep” until he drags them all around. Then the “shepherd” confesses to “mom”, the two of them go to look for the sheep: “Knock-knock, are there any alien sheep?” They come to hell. “Devil” says no, but the “sheep” bleat. “So you are deceiving us?” And the “damn” replies: “I don’t know how they got here.” Then the mother and son make a gate, the “sheep” pass through, and the “devil” runs away.

Objectives: consolidate children’s knowledge about ancient professions (shepherd), develop dexterity.

Russian folk outdoor game "Cabbage"
Rules: place hats, scarves, scarves, and belts in the middle (this is “cabbage”). The “owner” is chosen, he depicts what he is talking about:

I'm sitting on a pebble
I play with small pegs,
I play with small pegs,
I'm planting a vegetable garden.
So that the cabbage is not stolen,
They didn’t go to the garden
Wolf and birds
Beaver and martens,
Bunny eared,
Thick-footed bear.

Children try to run into the garden, grab the cabbage and run away. Whoever the “owner” touches with his hand does not participate in the game. The player who carries away the most cabbages is the winner.

Russian folk outdoor game “Grandfather Mazai”
Rules: choose “grandfather Mazai”, the rest agree on what movements they will show:

Hello, grandfather Mazai!
Get out of the box.
We won't say where we were
We'll show you what they did.

Children depict actions (fishing, mowing, picking berries, washing). If he guesses right, the children run away and “Mazai” catches them. The one he caught was “Mazai”.

Objectives: to develop body plasticity and a sense of humor.

Russian folk outdoor game “Mill”
Rules: one child (axis) stands in the middle, rows of children (four people each) hold him by the hands or belt. Children spin around saying:

Beyond the river on the mountain.
Where the wind blows and makes noise,
The wings of the mill spin on it
Up - down, up - down.
Russian folk outdoor game
"To the Mill"

Rules: those playing in a circle go and sing:

Mill on a hummock
She spread her mustache.
Stands on seven legs
Looks at the wind
It knocks and rattles.
It's like a hundred horses are running
There is dust all around.
Flapping its wings,
It's like she's scared
But he can’t get up.
Only the grain gnaws
And rubs and crumples,
Doesn't swallow enough
The other one is full.

Inside the circle, two couples stand with their backs to each other, holding hands tightly, bent at the elbows. One bends over, the other ends up on his back with his legs raised up (until one of the couples stops and gets tired).

Tatar folk outdoor game “Selling pots”
Rules: children are divided into two groups (“potties” and “owners”). The “pots” are on their knees, the “owners” are behind the “pots”, their hands are behind their backs. The leader behind the circle touches the “owner” - the “pot”. The “owner” and the driver run in a circle towards each other. Whoever takes a seat at the potty faster wins. The remaining one becomes the leader.

Objectives: to expand children’s knowledge about the professions of the past, to cultivate a respectful attitude towards working people.

Senior groups

Russian folk outdoor game “At Grandfather Tryphon’s”
Rules: children stand in a circle and say:
Grandfather Tryphon had seven children,
Seven, seven, seven sons. .
They drank, they ate,
Everyone looked at each other.
Seven, seven, seven sons
At once they did this:
(the presenter shows the figure, everyone repeats)

Russian folk outdoor game “Chepena”
Rules: choose a chapen according to the counting rhyme. He stands in a circle and says:

Left foot, chepena (jumps on the left foot to the left). Goy-goy, chepena (players repeat).
Right foot, chepena,
Let's go ahead, chepena,
We will all dance, chepena.

Those who make mistakes must give forfeit, they begin to dance.

Objectives: develop a sense of humor.

Russian folk outdoor game “In the ring”
Rules: children sit, palms folded. The driver places his palms in the palms of everyone. He quietly puts a “ring” (pebble) on one and says:
I'm walking along the bench
Why am I burying the ring?
In mother's mansion,
Under Father's castle.
You can't guess, you can't guess.
I can’t tell you, I can’t tell you.
Those sitting answer:
We've been wondering for a long time
We have been looking for the ring for a long time.
Everything is behind strong locks,
Behind oak doors.

One of the players guesses who has the hidden ring. If he is guessing, these two run in different directions. Whoever sits in the empty seat first is the driver.

Tatar folk outdoor game “Temerbay”
Rules: children in a circle, in the center - “Temerbay”, he says:

Temerbay has five children
They play together and have fun.
We quickly swam in the river,
Splashed. Splashed.
And they dressed up beautifully,
And they didn’t eat or drink,
They ran into the forest in the evening,
We looked at each other,
We did it like this:
(the driver makes the movements, everyone repeats).
Then the driver chooses someone instead of himself. Objectives: to cultivate a respectful attitude towards elders, to consolidate the knowledge that there used to be large families with many children.

Tatar folk round dance game “Yurta”
Rules: children are divided into four subgroups, each forming a circle at the corners of the playground. In the center of each circle is a chair, on it is a scarf with a national pattern. All four circles walk and chant:

We're all guys
Let's all gather in a circle.
Let's play and dance
And let's rush to the meadow.

To the accompaniment of national music they walk in one common circle. At the end of it, they run to their chairs, take a scarf, pull it on, and they get yurts. The team that first “built” the yurt wins.

Objectives: to consolidate knowledge that the home of many nomadic peoples was a yurt, to cultivate interest in folk history.

Russian folk outdoor game “Malechina-Kalechina”
Rules: choose a driver. Everyone picks up a small stick and says:

Malechina-kalechina,
How many goals are left until evening?
Until the winter (summer) evening?

After this, place the stick on the palm or finger. The driver counts whoever can hold on longer and not drop. You can walk, squat.

Russian folk round dance game "Twig"
Rules: go to the center of the circle, chanting:

There is a twig on the tree
I'll rip it off.
Who should I give it to?
No one, no one -
Only to a dear friend.

The one chosen with a twig dances an impromptu dance. Objectives: develop expressive speech, learn to control the body.

Russian folk outdoor game "Kostromushka-Kostroma"
Rules: choose according to the rhyme “Kostroma”, she sits in the center of the circle, dozes. Children walk in a circle:
Kostromushka-Kostroma
She slept on the rubble.
An owl flew to her.

They stop and talk to “Kostroma”:

Kostromushka, are you alive?
Alive.
On what?
On a string.

(And dozes again.)

They do a round dance again, then the answer: “On a string.” The next time it repeats it is silent. The children run away, “Kostroma” catches the children. Whoever gets caught is Kostroma.

Objectives: to consolidate knowledge that in the old days they loved to dance in circles, to evoke positive emotions, to explain the meaning of the words “zavalinka”, “Kostroma”.

Russian folk round dance game “And we were waiting for Maslenitsa”
Rules: children walk in a circle, singing;

Oh, how we waited for Maslenitsa,
They waited, waited, waited.
The peas were laid with cheese.
They watered, poured, watered.
Oh look, it’s our Maslenitsa
She went out into the yard.
And we greet her together.
Our Maslenitsa comes for only seven days,
Our Maslenitsa dear
She came to us for a short time.
We thought - for seven weeks.
It turned out - for seven days.

Objectives: to introduce the Russian folk spring holiday Maslenitsa and its history.

Russian folk outdoor game "Standard"
Rules: A ball used in tennis is required.
The driver is chosen according to a counting rhyme. He throws the ball and shouts: “Standard.” Everyone runs around the site in different directions. The driver catches the ball and marks the runners with the ball. Whomever he stains, he leads. If it was not possible to stain, then the role of the leader is played by the same child.

Objectives: to develop an optimistic outlook in children.

Russian folk outdoor game "Kondaly"
Rules: the players stand in two lines at a distance of 10 meters, holding hands tightly. There is a roll call of the ranks.

First line:
“Condals, discords, unchain us,”

The second rank answers: “Which of us?” (Name the names of the children.)

The first child runs from the first rank, trying to “break”, open the hands of the second rank. If he succeeds, he takes the selected children into his line; if not, he himself remains in that line.

Objectives: to introduce the meaning of the word “condals”, to promote the development of strength, ingenuity, and to help imbue with a sense of the overall result.

Russian folk outdoor game “Five Glasses”
Rules: you need 5 plexiglass plates. Draw a square with a side of 1 meter according to the diagram

A line is drawn at a distance of 2 meters, 5 plates are stacked one on top of the other in the middle of the square, two teams play in a circle. By drawing lots they choose who will stand at the line, the team forms a column. The other team - the defenders of the square - stand near it. One by one, the throwers throw a rubber ball, trying to break the glass tower. You cannot step over the line (for this they put columns of horses). The defenders collect pieces of glass and arrange them into segments. Those who threw run away. The defenders gather in a circle, hide the ball in their clothes, the throwers try to put the glass back into the tower. The defenders prevent this. The one who has the ball marks the throwers with it (he is eliminated from the game), the ball can be passed to each other among the defenders. When the throwers manage to assemble the tower, they have won and earned 1st point. The teams change places and the game continues. Whichever team has more points wins.

Objectives: to teach to obey the rules, to be able to sense the state of peers, to develop dexterity, accuracy, and intelligence.

Bashkir folk game “Khakystash” (“Bishtat”) (game with pebbles for girls)
Rules: the order is established by a counting rhyme; if a pebble to be caught on the fly falls, the player is eliminated from the game and passes the pebbles to the next one. There are two parts in total.
The first part - the beginner throws 5 pebbles up, scattering them on the ground. The fifth of those that fell is thrown up again and the first of those scattered on the ground is picked up, the one thrown upward is caught, before it falls, and all the remaining pebbles are caught in this way. Then again all the stones scatter, and you have to catch them two at a time.
The second part - all the pebbles are thrown, you need to catch them with the back of your hand and throw them up again, catch them one at a time. Whoever completes the first and second parts wins.

Objectives: to promote the development of speed of hand movements, to develop attentiveness, and the desire to achieve speed.

Bashkir folk outdoor game “Equestrian competition”
Rules: Players stand in pairs on the starting line so as not to interfere with each other. The “horse” player - hands back, down, joins hands with the rider. Whoever comes running first (the rider) must jump up and take out a patterned scarf hanging on the stand.

Objectives: continue to introduce national traditions through games (cattle breeding is a traditional occupation of



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