Information about Komi folk games. Presentation: Komi folk children's games

Municipal educational institution

"Secondary educational institution No. 9"

PROJECT

"Komi people's outdoor games"

Completed the project: students of 5th grade, students of the National Doll association

Project managers: Krasikova V.V.

Yurkevich G.P.

G. Pechora, 2015

  1. Relevance of the project topic
  2. Project participants
  3. Project goal and objectives
  4. Project implementation stages
  5. Evaluation of project results
  6. Applications

Relevance of the project topic

Our project is called “Komi folk outdoor games”. We chose it because we were interested in the Komi national culture.

The emergence of children's outdoor games goes back to the distant past. The Komi people created their own national games, which reflected the traditions, life and culture of the people. Through games and competitions, children become familiar with the basic techniques of one or another traditional trade: fishing, trapping or hunting.

Komi national games and competitions contribute to the transfer from the older generation to the younger generation of the invaluable accumulated by their ancestors positive experience, concerning rational management of the economy in the North, life in harmony with nature.

Plunging into the historical past of the Komi people, we can highlight a number of games and entertainment that our great-grandparents played and that our children can play now. Komi outdoor games are simple in content and do not require complex attributes (a wooden stick, a ball, a lasso rope, a scarf, a wreath, antlers, a bone, etc.).

In practice, schools underestimate and do not use games with national content in physical education lessons, breaks and outings. That is why we decided to turn to this topic: “Komi folk outdoor games.”

Project participants

Students of grades 1-5 of Municipal Educational Institution "Secondary School No. 9", class teachers, parents.

Objective of the project

Creating conditions for children to develop elementary ideas about the culture and traditions of the Komi people through outdoor play.

Achieving this goal is possible if you solve the following tasks.

Project objectives

1. Educational: nurturing in children a holistic attitude towards the Komi national culture, traditions and games of the Komi people; contribute to the strengthening of family ties, through interest in the content of the project topic, not only of children, but also of their parents.

2. Educational: To form an idea of ​​the diversity of Komi folk games; teach to use Komi folk games in independent activities, act according to the rules; broaden children's horizons.

3. Developmental: To develop the creative abilities of children, the desire to learn more about their native land.

Date:

  • Stage 1

Conversation with children: “Komi folk game - what is it?”

  • Stage 2

Outdoor games during breaks.

  • Stage 3 Excursion to the ethnopark of the village of Byzovaya.

Game "Hunting Trail" competition, excursion to the tent, cheesecake riding.

  • Stage 4

Outdoor games as part of sports competitions among grades 2-5

Implementation period: February-March 2016.

Predicted result

Children develop knowledge about the traditions of the Komi people; children learn to use Komi national games in free activities; In the family, a connection is established between generations, as parents and grandparents share memories of their childhood.

Project implementation stages

Stages

Tasks

Stage I

Organizational

Optimization of all sections of the program to consolidate knowledge about the traditions and culture of the Komi people; introduce students to the goals and objectives of the project.

A selection of Komi folk games according to the age of children.

Stage II

Practical

Formation of basic knowledge and ideas about the games of the Komi people and their diversity. Continue to teach children to use Komi folk outdoor games in free activities.

1. Conversation with children: “Komi folk game - what is it?”

Program content: Expanding children's knowledge about Komi folk games in comparison with games of other nations.

Conversation: “What games did our grandparents play?”

Program content:

expand children's understanding of the historical and cultural past of our ancestors.

1. Games of low mobility during breaks “Pyshkay”, “Goran”, “Oshkö-babö”, “Shyr da pelös”.

2. Learning counting rhymes in the Komi language.

Goal: To introduce children to small folklore forms of the Komi people. Development of memory, intonation, expressiveness.

Physical activity:

"Sports"

Program content:

expand children's knowledge about Komi national outdoor games. Improve children's motor skills in walking, running, jumping, crawling.

Use Komi folk games: “Catching deer”, “The deer has a big house”.

Stage III.

Final

Generalization of work experience on the topic “Komi folk children’s outdoor games.”

Stand design with photographs: “Day of Komi Outdoor Games.”

Diagnostics of the effectiveness of the project “Komi folk children's outdoor games”.

Evaluation of project results

Results of diagnosing children on the topic “Komi folk outdoor children's game” (appendix).

From the results of diagnosing children, we can conclude that children know the names of games, their rules, and can organize Komi folk games in independent activities. Most of children easily take on the role of a leader, show creativity, imagination, and are able to conduct role-playing dialogue. Children's knowledge about the world around them expands.

Applications:

  1. Lesson summary “Komi folk games”
  2. Descriptions of games.
  3. Summary of a sporting event.
  4. Counting book.
  5. Student questionnaire.
  6. Diagnostics.
  7. Photo.

ANNEX 1

Lesson summary in 5th grade on the topic “Komi folk games”

“A man who does not know his past has no future”

The purpose of the lesson : Promoting love for the Komi language and Komi national culture.

Tasks:

  1. Introduce students to Komi folk games.
  2. Develop oral language skills and physical qualities of speed and agility.
  3. Foster independence, mutual assistance, and attentiveness.

Lesson type: a lesson in discovering new knowledge.

Location: gym.

Inventory and equipment:chalk, volleyball ball, poster with a picture of a flower, cards with concepts, cards with game rules.

Lesson steps

Teacher activities

Student activities

  1. Motivation for learning activities

Goal: to ensure readiness for the lesson

Methods: frontal.

Good afternoon guys!

Look at each other, hold hands, smile and wish the neighbor on the left fruitful work!

Well done!

Goal: activation of students, development of logical thinking.

The children stand in a circle and follow the teacher’s instructions.

  1. Update

Goal: preparation for studying a new topic

Methods: frontal organization, conversation, dialogue.

There is a poster with a painted flower hanging on the wall.

The word “folklore” is written in the middle of the flower. The petals are empty.

Guys, look at our flower. What do you see? Now go to the table and select those concepts that relate to the word “folklore” (on the table are laid out the concepts “fairy tale-moid”, “riddle-nodkyv”, “proverb-shusyog”, “myth”, “legend”, “song” -sylankyv", "legend").

Look at the flower, one leaf turned out to be empty. What other word do you think we missed?

Show children drawings of children playing.

Look at the pictures, what is shown here?

So what are we going to study today?

What would you like to know about Komi games?

Fine. We have decided on the topic of our lesson.

Goal: consolidate knowledge about folklore

Student answers.

Students work with concepts.

Student answers.

The guys found the question difficult.

Student answers.

I will learn…

Student answers.

  1. Learning new material

Goal: To introduce students to Komi folk games

Methods: dialogue, conversation.

Look at the epigraph of our lesson.

How do you understand these words?

IN Lately people want to learn more about the national culture and roots of the Komi people. Komi national culture is manifested in folklore, as well as in children's games. Since ancient times, each village had its own games and in each village they were called differently. Not only children but also adults played. With the help of games, children developed thinking, strength, learned to make friends with peers and prepared for adulthood.

Guys, where do you think we can learn about Komi folk games?

Oh, let's play one such game! Do you want to play?

The game is called “Shyr da pelos”.

The teacher explains the rules of the game.

A game.

How great you did it! Did you like the game?

Goal: Find out what games grandparents played.

Student answers.

Student answers.

Student answers.

The guys get acquainted with the rules.

They are playing.

  1. Primary consolidation with commenting in external speech

Goal: to teach how to correctly fulfill the conditions of the games.

Methods: group

What question remains unanswered?

Children pull out cards with the rules of the game in Komi and Russian. They read, explain, spend time with each other.

Did you like it?

Well done guys, you took the task very seriously.

We are very pleased with you.

Goal: learn to correctly fulfill the conditions of the games.

The guys said that they did not know what other games Komi children played.

They work in groups.

They are playing.

Student answers.

  1. Inclusion in the knowledge system and repetition

Goal: to promote the development of logical thinking

Methods: dialogue

Was it interesting for you to host the games?

Why do we need this?

Will you need this in your life?

Where can you apply this new knowledge?

Thank you for your dialogue, it gave us great pleasure.

Goal: learn to express your thoughts correctly

Children's answers.

  1. Reflection on learning activities

Purpose: to summarize the work done

Methods: dialogue

What new have we learned today?

What have we learned?

Has the goal of our lesson been achieved?

Students are given cards made according to the following scheme:

  1. I remembered…
  2. I was able...
  3. I could not…
  4. I could not get.

We hope that you will apply the acquired knowledge in your life: play at recess, during the holidays, free time. After all, by doing this you will show your respect for your ancestors.

Homework:

My friends, at home you should ask your relatives what games they played, what they were called, and on the topic “Komi Folk Games” draw a picture, write a poem, a short story, a riddle (of the student’s choice). And in the future we will release an album on the theme “Komi Folk Games”.

Guys, today we worked very fruitfully. Let's appreciate each other. Let's evaluate the work of the class as a whole.

Goal: the ability to evaluate the results of one’s educational activities

Student answers.

The guys fill out the cards.

Students evaluating their work.

APPENDIX 2

Blind Goran; Zhmurki ( Sintӧm goran)

Using a counting rhyme, the driver is determined. He is blindfolded. After spinning around in place, they ask him: “Vala, pesla libӧ turunla?” Regardless of the answer chosen, he is pushed in one direction. After that he starts searching. Having caught the player, the driver must guess the name. Only after this the caught one will become a driver. While the driver is rotating, you can also pronounce the following sentences:

Gyryӧs kut

Toinӧs kut,

A menӧ en kut!

Vorsӧm “Mouse and corner (Shyr da pelӧs)”

From among the players, a driver is chosen, who becomes a “cat”, the rest are “mice”. They play in a room with empty corners. If the angle is not enough for everyone, you can use a chair. The “mice” stand in the corners, and the chosen “cat” walks between them and says:

Shyrӧ, shyrӧ wai men pelӧs!

At some point, the “mice” change corners, and at this time the “cat” needs to have time to occupy the vacant corner. Whoever does not get the corner becomes the driver.

Vorsӧm “Grandma Bear (Oshkӧ-babӧ)”

From among the players, a counting rhyme is used to determine the driver, who becomes a “bear”, the rest - “berry pickers”. You can play on the street and at home: if they play on the street, the driver goes into the ravine and sits down, if in the house he squats and is covered with a fur coat. The players walk around it, bend down - show picking berries, and sing:

Let's take a good berry,

Let's leave the bad berries.

Oshkӧ-babӧ, oshkӧ-babӧ,

Chӧdtӧ votam, puvtӧ ӧktam,

Bur votӧstӧ chukӧrtam,

Lek votӧstӧ shibitam.

At a convenient moment, the driver pounces on the fleeing players. The caught player becomes the new "bear".

APPENDIX 3

Summary of the event “Vorsan Lun”

Purpose of the lesson: creating conditions for introducing children to folk games, traditions, customs and culture of the Komi region.

Time spending:February-March 2016.

Location: Municipal educational institution "Secondary School No. 9".

Participants: 5th grade students.

Progress of the lesson.

Leading: Vidza olannyd! Hello, dear guys, guests! We are very pleased to see all of you today at our Komi folk games. We are starting the most fun of all sports games - “Vorsan Moon”. We will play in sectors.In each sector, our volunteer assistants will play Komi games with you.

Leading: Sports, guys, are very necessary,

We are very good friends with sports.

Sport is a helper!

Sport – health!

Sport is a game!

1 sector

Leading: And the first game we will play is a kind of warm-up. And this"Rolling Pin Tug". It was popular at village gatherings and “pomochi” (joint work) until the 70s of the twentieth century.

The essence of the game: two players sit on the floor (lawn) facing each other, resting the soles of their feet on each other (legs must be straight). One of the players takes the handles of the rolling pin, the other the middle. On command, they begin to pull the rolling pin towards themselves. The one who pulls the rolling pin wins. The winner ends up practically on his back, the loser on his feet.

Required details: 3 rolling pins.

2nd sector

Leading: Well done! All the bones were crushed. Previously aboutin the fall and winter, teenagers (boys and girls approximately 12 - 14 years old) loved to gather for gatherings, which in the southern and southeastern regions of the Komi region were called koitash (“Oshkö babö” (To the bear), not quite the same, but no less interesting.

The essence of the game: The bear is chosen, and the rest are berry pickers. The bear gets on all fours in the center. He is covered with a blanket. Berry pickers walk in a circle around the bear, pretend to pick berries and sing:

Grandma Bear, Grandma Bear,

We collect blueberries, we collect lingonberries,

Let's take a good berry,

Let's leave the bad berries.

Oshkӧ-babӧ, oshkӧ-babӧ,

Chӧdtӧ votam, puvtӧ ӧktam,

Bur votӧstӧ chukӧrtam,

Lek votӧstӧ shibitam.

After these words, the bear throws off the blanket and catches one of the berry pickers. The one who is caught becomes a bear.

Required details:a blanket, bear ears, plastic buckets for picking berries, small paper balls (berries).

3 sector

Leading: Oh, how great they played! Now let's playthrowing weights through the bathhouse.

We make a model of a bathhouse from cardboard and throw a weight over it. The distance and weight of the kettlebell varies depending on age. The strongest one is revealed.

4 sector

Now let’s find out who is the most accurate!

Throwing a tynzei at a trochee.

Throwing a tynzei at a trochee is catching deer using a lasso. You can tie a hoop to a rope, and instead of a deer, take a chair or a cone. You need to hit the target (cone) with the hoop. The most accurate one is revealed.

5 sector

Now let’s find out who is the best jumper!

Jumping over sleds.

Narts are sleighs. You can make a small model yourself, you can use a children's sled. You can jump at speed, you can jump as many times as possible until you make a mistake. The best jumper is revealed.

Sector 6

Now let's find out who is the most accurate?

Throwing a felt boot at a target.

The essence of the game : The player must hit the target with his felt boot.

Sector 7.

Leading: It's best for kids to run, and that's why the next game will be a running game. This game is the “Fast Hunter” relay race.

The essence of the game: Two teams are created, the players stand on one pair of skis, 6 people each. Whoever reaches the goal faster wins.

Required details: 2 pairs of skis.

Leading: Oh, how great you are! We played from the heart. There is no doubt that outdoor games contribute to the hardening of children and their physical development. Many older people directly attribute their continued health and good spirits to the physical and emotional charge they received in their time during games, fun and entertainment fresh air. For a long time andGames, fun and entertainment occupied a significant place in the way of life of the Komi peoples. Don't forget the games of our ancestors, play them. After all, you live on Komi land and should know the traditions of the Komi people. See you soon!

APPENDIX 4

Counting books

1.Tirs - torso,

Quim a glass of fruit drink,

He leads

He's a lint!

Ötchyd mamö nöbis boti.

Kik lun viji,

Siyo and sweat,

And modsö – pachyn soti.

Ötik – motik,

Kick - myk,

Quim - muim,

Nel - moth,

Vit - mit.

Quiet - nyayt,

Sizim - Mizim,

Kokyamys - myktalys,

Okmys – mokmys,

Das – pass.

Dog Chipas!

APPENDIX 5

Questionnaire for students

  1. What Komi games did you like?_________________________________
  2. What Komi game can you organize indoors? (“Oshkö Babö”, “Goran” (blind man’s buff), “Pyshkai”, “Shyr da pelӧs” (corners)
  1. What Komi game can you organize on the street? (“Tugging a rolling pin”, throwing a felt boot at a target, throwing a tynzei at a trochee)

_________________________________________________________________

  1. In what lessons and classes did you play Komi folk games? (At physical education lessons, at Komi language lessons, at the children's association “National Doll”)___________________________________________________________
  2. What benefits do Komi games bring? (Develop strength, endurance, agility, memory, attention)__________________________________________
  3. What benefits do Komi folk games bring outdoors and indoors?_______________________________________________________

Sidorenko Vladimir Alexandrovich
Coach-teacher in sports (Greco-Roman) wrestling, MBU DO "Youth Sports School "Olympian", Vorkuta

Komi games


GAME IS THE PEDAGOGICAL ABC OF THE NATION.
Over the centuries, each nation has created, improved and preserved its best games. They served as one of the main means of educating young people, including physical education. After all, physical education was introduced into mass schools only in last centuries, and before that hundreds and thousands of years physical development in addition to labor, they provided mainly folk exercises and games in which everyone willingly participated - from young to old. And every nation, caring about improving its traditional means physical education, tried to make them as versatile and harmonious as possible. Analysis of folk outdoor games shows that even now these games, even in the quantity in which they have been preserved, are capable of ensuring the development of all necessary physical qualities, improving all types of movements identified in physical education (running, jumping, throwing at a target and at a distance, lifting weights, cross-country skiing, etc.). However, unlike ordinary exercises, each game is not reduced to just a set of movements, but is a holistic activity, a unique model of life, human behavior, including moral, aesthetic, labor, mental, legal and other aspects. After all, by entering the game voluntarily, each participant undertakes to comply with its rules, and they are so skillfully worked out by the genius of the people that they can easily, gently and at the same time steadily instill in the participants of the game respect for their opponents, for the cultural traditions inherent in the game people, to universal human values. Of course, life is complex, contradictory, and there are also unreasonable, ugly fun and entertainment in it. But the fact of the matter is that, having once become fashionable, not all games stand the test of time and are awarded the honor of becoming one of the traditional national games. The highest title of a folk, national game guarantees us its reliability, proven by many generations high quality, its versatility and indispensable morality.
The games of any nation interact surprisingly harmoniously with work and the surrounding nature. This is especially noticeable in games similar to different nations. For example, everywhere there are games with throwing at a target, but an Armenian mountaineer throws a stone at a target, a Belarusian throws a stick raised on a forest path, and a Nenets reindeer herder tries to throw an Arkantynian on the antlers of a fleeing deer. And the elder brother, father or grandfather is always ready to help the younger representative of the clan. At all times, the elders passed on to the younger ones their experience, dexterity, and their attitude towards their favorite activity since childhood. Along a living, natural chain, traditional games passed from generation to generation, and with them the necessary set of physical and spiritual qualities, knowledge, abilities, skills.

TRADITIONS OF FOLK PEDAGOGY.
Nowadays there is a huge number of works by psychologists analyzing and explaining from a scientific point of view children's games, children's motivation, and children's actions. However, an understanding of the importance of play for the process of formation of the child’s psyche existed long before the formation of child psychology as a science. History tells of many games that were played a long time ago not only by children, but also by adults. Let us remember Russian fist fights - what is not a game? And now some scientists are talking about the possibility of using the traditions of games that have developed among individual nations in the process of education.
There is a concept of folk pedagogy - this is the historically established experience of raising and teaching children, initially passed down from generation to generation orally, and then recorded in written monuments in the form of folk heroic epics, legends, traditions, a set of rules of education, rules of behavior. There are numerous methods that allow you to include folk pedagogy in the modern educational process.
Mainly used folk mobile and sport games. They can be played without special sports training at any age, since they do not involve complex techniques and tactics, and the rules can even be changed depending on the situation. There are a great variety of outdoor games; They are also good because the participant himself regulates the load in accordance with his capabilities. It is the absence of strictly regulated rules and tactics that determines the lack of the necessary special sports training, which makes it possible to attract children to participate regardless of age, ability and level of physical fitness.
In our turbulent times, when many ideals have been lost and idols that served entire generations have been overthrown, people are returning to universal values ​​embedded in the culture and traditions of the people.

FOLK GAMES IN PEDAGOGICAL ACTIVITIES.
Every year the city of Vorkuta hosts the sports festival Spartakiad of the Peoples of the North. Participants compete in sports such as skiing, snowstorm racing, reindeer sled racing, national sports, winter football, boxing, Greco-Roman wrestling, swimming, volleyball, and basketball. The festival is always attended by a huge number of fans and spectators. The holiday is intended to promote healthy image life, and he successfully fulfills his destiny.
The school regularly holds sports events: “Health Day”, “Runner’s Day”, “Reindeer Herder’s Day”, “Defender of the Fatherland Day”, “Northern Lights”, Spartakiad among students and teachers.
Thus, even in the conditions of the Arctic, with the correct organization of physical education, it is possible to achieve a significant improvement in the health of children. Considering bad influence climatic conditions, at school we are carrying out systematic work to attract students with health problems to systematic physical education classes. Groups for physical fitness, health, a special medical group, and corrective gymnastics have been organized for them.
Consequently, the school can rightfully be called a health institute. Experience in school confirms that in difficult conditions Far North can be provided full development children, raise them to be strong and seasoned people.
In the conditions of the polar night, when there is severe frost and there is no sun, it is very difficult for children to maintain health. I believe that it is the folk games that have developed and been used for centuries that should serve to strengthen the health of children. They are born from life itself, emerging from the surrounding nature, thanks to the prevailing circumstances, they are capable of not only physically developing children, making them strong and resilient adults, but also giving them the opportunity to touch their native culture, understand and realize the mentality and attitude of the Komi people. Knowing the history of your people, moreover, restoring their culture is a noble endeavor worthy of every person who loves his people.

QUALITIES DEVELOPED BY GAMES.



The program of many competitions in national sports includes tynzyan throwing, popular among the peoples of the far north.

Partridge hunting
Children pretend to be partridges. They are placed on the side of the site - the tundra, where there are aids that you can climb onto (towers, benches, walls, etc.). There are three or four hunters on the opposite side of the site.
Partridges fly and jump across the tundra. At a signal from the driver, the Hunters, they fly away (run away) and sit on branches (climb to elevated positions). Hunters try to hit partridges with a ball. Caught partridges move aside and are eliminated from the game for a while. After two or three repetitions of the game, other hunters are chosen, and the game resumes.
Rules of the game. Partridges fly away only when given a signal. Hunters also begin to catch partridges only after this signal. You can only shoot the ball at your legs.

Ice, wind and frost
The players stand in pairs facing each other and clap their hands, saying:
Cold pieces of ice,
Transparent pieces of ice,
They sparkle and ring
Ding, ding...
They clap for every word: first with their own hands, then with a friend. They clap their hands and say ding. ding until they hear the signal Wind!. The ice children scatter in different directions and agree on who will build a circle with whom - a large piece of ice. At the signal “Frost!” everyone lines up in a circle and joins hands.
Rules of the game. Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build a large ice floe with whom. Those who agree join hands. You can change movements only on the signal “Wind” or “Frost!” It is advisable to include different movements in the game: hopping, light or fast running, side gallop, etc.

Snowshoe running
The players are divided into two teams and stand behind the line. Each team has one pair of snowshoes.
At the teacher’s signal (waving the flag), the leaders of each team in snowshoes run to the flags placed in advance on the opposite side of the site, everyone goes around their flag and runs back, giving the snowshoes to the next player on the team. The winner is the team that finishes the run first.
Rules of the game. The game is played on the principle of a relay race. Snowshoes can only be transferred beyond the line. Going around the flag; You can't touch him.

Narts - sleigh
Two players run and jump over the sleds, placed at a distance of 1 m from each other. Sleigh sleds are 1. m long, 30-40 cm wide, 20 cm high. They can be made from cardboard. The one who runs faster and does not hit the sledge wins. Rules of the game. You have to run from line to line at the signal “Run!” First, two sleds are placed, then two more can be added.
For the game, choose a platform 50-60 m long and no more than 10 m wide. An even number of children play. They are divided into two equal teams, agree or decide by lot which one will drive first.
In the middle of the site, at a distance of 2-3 m, two lines are designated, behind which two lines are built opposite each other. The players of the escaping team clap their hands together, turn and quickly run to their end of the court. The leading team runs after them, trying to smear at least one of the runners before they cross the line delineating the court. The player who was insulted must shout loudly: “Olenpa!” (“I am!”) After that, he and his whole team turn around and catch the players of the driving team, who are trying to run over the line at the end of their court
The game continues until one of the teams manages to escape in full force and is considered the winner. Then the other team drives. Rules of the game. You can catch any player. The salty one must shout: “I am!” It is not allowed to run beyond the side line of the court

Deer and shepherds
All players are deer, with attributes on their heads that imitate deer antlers. the two leaders - shepherds - stand on opposite sides of the Platform, in their hands they hold a maut (a cardboard ring or a long rope with a loop). The deer players run in a circle in a crowd, and the shepherds try to throw a maut on their antlers. Horns can also imitate twigs that children hold in their hands. Rules of the game. You need to run easily, dodging the maut. You can only throw a maut on the horns. Each shepherd himself chooses the moment to throw the maut.

Wolf and deer
A regiment is selected from among the players, the rest are deer. At one end of the area a place for the wolf is outlined. Deer graze at the opposite end of the site. At the signal “Wolf!” The wolf wakes up, leaves the lair, first walks around the herd with wide strides, then gradually narrows the circle around it. At a signal (the growl of a wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. The wolf takes the caught one to himself. Rules of the game. You can only run out of the circle when given a signal. The one who is caught must follow the wolf.
Partridge and hunters
All playing partridges, three of them are hunters. Partridges run across the field. The hunters are sitting behind the bushes. At the signal “Hunters!” all the partridges hide behind the bushes, and the hunters catch them (throw the ball at their feet). At the signal “The hunters are gone!” the game continues: the partridges are flying again. Rules of the game. You can run away and shoot only when given a signal. You should only shoot at your feet, I'm running away

Triple jump
A line is drawn in the dream, and the players stand behind it. They take turns jumping forward from the line: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The one who jumped further wins. Rules of the game. You need to start jumping from the line. You can only jump in the specified way.
Options. The game is played with the distribution of chains among links. Each unit includes from two to four people. All children of one unit go to the line at the same time. At the signal, they all begin to jump together. The team whose members jump further wins. The game can also be organized in such a way that children from different levels compete in jumping at the same time. In this case, the number of first, second, third, etc. places taken by the participants of each link is calculated.

Fighting off deer.
The group of players is inside the outlined circle. Three shepherds are chosen, they are behind the circle - these are deer. At the signal “One, two, three—begin the beating,” the shepherds take turns throwing the ball at the deer. The deer that was hit by the ball is considered caught and separated from the herd. Each shepherd beats five to six times. After which he counts the captured deer. Rules of the game. You can throw the ball only at your feet and only at a signal. You need to shoot from a place at a moving target.

Catching deer (Koryasos with cutalom)
Among the players, two shepherds are chosen, the rest of the participants are deer. They stand inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal “One, two, three - catch!” The shepherds take turns throwing the ball at the deer, who run away from the ball. The deer that is hit by the ball is considered caught. After four to five repetitions, the number of deer caught is counted.
Rules of the game. -The game must begin only at the signal. You can only throw the ball at the feet of the players. A direct hit is counted, not after a rebound.

Reindeer sleigh
The players stand along the wall of the room or along one side of the site, two at a time (one depicts a harnessed deer, the other a musher). At a signal, the teams run after each other, overcoming obstacles: they go around snowdrifts, jump over a log, cross a stream on a bridge, having reached the camp (to the opposite side of the room or area), the mushers let their reindeer go for a walk. At the signal “Deer are far away, catch your deer!” Each musher player catches his own pair.
Rules of the game. When overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has grazed it.
Option. Two or three teams of reindeer stand along the line. There are flags at the opposite end of the site. At the signal (clap, hit the tambourine), teams of reindeer run to the flag. Whose team reaches the flag first wins. Similarly, you can play the game without a harness. This species is typical for the coastal Chukchi.

Vazhenka and the fawns
Several are drawn on the site. Each of them contains important fawns. The wolf sits behind the hill (at the end of the platform. In response to the words of the presenter:
An important woman wanders in the tundra,
With her are the fawns,
Explains to everyone
Everything that is unclear...
Stomping through puddles
Small fawns.
Listening patiently
Mom's instructions - playing fawns run freely across the tundra, bend over, eat grass, drink water. At the words “The wolf is coming!”, the fawns and fawns run away to their houses (circles). The wolf takes the caught fawn with him. Rules of the game. Perform movements in accordance with the text. The wolf begins to catch only when given a signal and only outside the house.

To a new camp
The players become pairs. In a pair, one is a deer, the other is a musher. The teams stand one after another. The presenter says: “The reindeer herders are moving to new camps.” After these words, everyone runs along the edge of the area, while the mushers, urging the reindeer on, make a khkh-khkh sound characteristic of reindeer herders. They stop at the leader's signal. While moving, the teams take a break. The mushers release the reindeer, who run in all directions. At the signal Y, everyone must line up in the same order.
Rules of the game. You must start moving in accordance with the signal. The sleigh train must move in an orderly manner (the teams must not overtake each other). The order remains the same after the halt.

White shaman
The players walk in a circle and perform different movements. In the center of the circle is the driver. This is a white shaman - a kind person. He kneels down and hits the tambourine, then approaches one of the players and gives him the tambourine. The person receiving the tambourine must repeat exactly the rhythm played by the driver.
Rules of the game. If the person receiving the tambourine repeats the rhythm incorrectly, he is out of the game.

Brave guys
Children stand in two or three lines depending on the area of ​​the room. Two or three presenters are selected. Each leader takes turns asking the children: for example, the first one in the first line, etc. (children answer.)
-Are you brave guys?
- Brave
- I’ll see how brave you are (bow with humor). One, two, three (pause). Who's brave?
-I! I!..
- Run!
The first line runs to the opposite side to the cord, and the leader catches those running away.’ The game is repeated in this way with the next group of children.
Rules of the game. You should only run after the word. dodging the leader. You can't fish with a line.

Musher and dogs
Two cords are placed parallel at opposite edges of the platform. The players stand up, with three people around them, and join hands. two of them are dogs, the third is a musher. The musher takes the hands of the dogs standing in front. Children in threes, at a signal, run towards each other from one cord to another.
Rules of the game. You can only run when given a signal. The three that reach the cord the fastest wins. You can ask the players to overcome various obstacles.

Deer catching
The players are divided into two groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Deer run around the outlined area. At the signal ‘Catch!’, the shepherds try to catch the deer and close the circle.
Rules of the game. You can only catch deer when given a signal. The circle is closed when more players are caught. Deer try not to get into the circle, but they no longer have the right to break out of the circle if it is closed.

Bomb
They play in pairs on a mat or carpet. The players take each other by the shoulders and fight, trying to put the opponent on his back. The one who achieves the goal and knocks the opponent down wins.
Rules of the game. You can only fight on a mat or carpet without leaving it. Rough actions should not be tolerated.

Stick wrestling
A line is drawn. two players sit on both sides of the line facing each other. Holding the stick with both hands and resting their feet on the feet of the other, they begin to pull each other. The one who pulls the opponent over the line wins.
Rules of the game. You should start pulling the stick simultaneously at the signal. While pulling the stick, you cannot change the position of your feet.

Hurry up to catch it!
There are two equal groups of participants on the playground: girls and boys. The presenter throws the ball up. If the girls catch the ball, then they begin to throw the ball to each other so that the boys do not get the ball, and, conversely, if the boys have the ball, they try not to give it to the girls. The team that can hold the ball longer wins.
Rules of the game. When passing the ball, you must not touch the player with your hands and hold the ball in your hands for a long time.

Tug of War
A line is drawn at the site. The players are divided into two teams and stand on both sides of the line, holding a rope in their hands.
At the driver’s signal, One, two, three, go!), each team tries to pull the opponent to their side. The team that manages to do this is considered the winner and is given souvenirs, just like at a reindeer herders’ festival.
Rules of the game. You can start tug-of-war only when there is a signal. The team that crosses the line is considered defeated.

Sun
The players stand in a circle, hold hands, walk around the circle with an extended step, make even movements with their hands back and forth and say heiro for each step. The leader-sun squats in the middle of the circle. The players scatter when the sun rises and straighten up (extend their arms to the sides).
Rules of the game. All players must dodge the sun as it turns. At the signal One, two, three - quickly run into the circle! those whom the leader did not touch return to the circle.

Ice sticks (Syuly)
Each player chooses a stick that should be taller than his height. Several sticks are doused with water in advance and kept in the cold until they become iced. The player takes the syula in his right hand and stands sideways forward, left hand bends at the elbow, and puts his right hand behind his back, passing the stick under the bent elbow of his left hand, and throws it hard.
Rules of the game. Syula should only fly in a forward direction. The one who throws the stick further wins. If the stick flies to the side, the player is eliminated from the game.
Streams and lakes
Players stand in five to seven columns with the same number of players playing different parts the halls are streams. At the signal “The streams ran!” everyone runs after each other in different directions (each in his own column). To the Lake's signal! players stop, hold hands and build circles - lakes. The children who build the circle the fastest win.
Rules of the game. You have to run after each other without leaving your column. You can only form a circle when given a signal.

Fishermen and fish
There is a cord in the shape of a circle on the floor - this is a network. In the center of the circle are three child fishermen, the rest of the players are fish. Children fish run all over the playground and run into circles. fisher children catch them. Rules of the game. You can only catch fish children in a circle. The fish must run in and out of the circle (net) so that the fishermen do not catch them. Whoever catches the most fish is the best fisherman.

Hello, catch up!
Players stand in pairs facing each other in the middle of the court. Then the couples form two lines, which diverge at a distance of ten big steps from the cord. They stand by the cord - it's home. Each representative of the first rank goes on a visit and offers his right hand to the one with whom he was paired, saying: Hello! The child owner answers: Hello. The guest says: “Catch up!” - and runs to his house, the owner chases him to the line. The children take turns visiting each other. Rules of the game. You can only say hello right hand. You need to say catch up beyond the line from the partner player. The one who catches up wins. You can go on a visit in different ways: it’s important to take your time; joyfully, skipping; walk like soldiers in formation, like clowns in a circus, etc.

Stop, deer! (Suvt, kor!)
The players are in different places on the court (its boundaries are marked). A shepherd is chosen. Having received the stick, he stands in the middle of the platform.
After the signal “Run deer!” everyone scatters around the site, and the shepherd tries to catch up with one of the players, touch him with a stick and say: Stop, deer. The one touched by the wand moves aside. The game ends when the shepherd has caught five deer.
Rules of the game. You can run away only at the signal “Run, deer!” The greasy ones go to the appointed place. Salting must be done carefully.

Deer hunting (Koryasos nyartalaon kutalom)
The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from the deer antlers (their number depends on the number of children in the team). Each child has a lasso in his hands. He tries to lasso (catch) the deer.
Rules of the game. The one who catches the most deer wins. Before you play this game, you need to learn the right techniques lasso throw. Throw a noose over the deer's antlers following a signal. You cannot approach the deer closer than the place marked by the line. Options. Several people can catch one deer, that is, throw lassos on one horn. In this case, they should stand without interfering with each other.
To make it more difficult, the game is played on the side of a mountain. A group of players is divided into two teams, which are located on two sides of the slide, each team has a maute. The leader pushes the sled with the horns attached to it. Children take turns catching deer in flight.

Polar Owl and Eurasian Eurasians
The polar owl is in the corner of the area or room. The rest of the players are Europeans.
To the quiet, rhythmic beats of a small tambourine, the little Eurasians run around on the playground; at the loud blow of a tambourine, the Eurasian Eurasians become a column and do not move. The polar owl flies around the hemlocks and takes the one who moves or stands still, with him. At the end of the game (after three or four repetitions), those players who distinguished themselves with greater endurance are noted.
Rules of the game. Loud bangs should not sound long time. Children must respond quickly to changing beats.

Fishermen
The players stand in a circle. They are fishermen. The driver shows them the movements of fishermen: they pull nets, take out fish, repair nets, row with oars.
Rules of the game: Whichever player repeats the movements incorrectly leaves the game.

Wolf hunting.
The hunter stands 4-5 m from the wolf (a figure cut out of plywood or cardboard). He must hit the running wolf with the ball. Two players hold the piece by the strings and move it left and right.
Rules of the game. You should throw the ball at the wolf from a given distance.

A clever reindeer herder.
A figure of a deer is placed to the side on the site. Reindeer herders are positioned in a line facing the deer at a distance of 3-4m from it. They take turns throwing the ball at the deer, trying to hit it. For each successful shot, the reindeer herder receives a flag. The winner is the one who hits the deer the most times.
Rules of the game. You can throw the ball only from a conventional distance.
Seine (Tyv)
The players choose a fish. A bright scarf or a wreath of flowers is placed on her head and placed in the center of a round dance representing a seine. At a distance of 1.5-2 m from the round dance, four poles decorated with ribbons are installed. The fish, having made its way through the net (under the hands of the players), runs to one of the poles. The players catch up with her. If the fish is not caught and it hides behind the pole, it remains a fish; if it is caught, then it returns to the round dance. The one who caught up with it becomes a fish.
Rules of the game. A player running out from under a net must show dexterity, not strength. You can't break the circle.

The outdoor games of the peoples of the North and Siberia not only developed the necessary physical qualities- agility, strength, endurance, but also developed character - courage, patience, observation, which helped to survive in harsh climatic conditions. Sledding tag

Karelian folk game

Several couples play. In each of them, one player carries another sitting on a sled. At the request of the players or according to the counting, a pair of drivers is selected who strive to catch up with any other pair of players and tarnish one of them. A player sitting on a sled makes a save with a simple touch of his hand. If one of the couples is pregnant, both become the drivers. Game continues. Rules of the game. You must play within the designated area. A couple that goes beyond its borders becomes the driver. You cannot salt the players of the pair that was just leading.

“Stop, deer!”

Games of the Komi peoples The players are in different places on the trampled snow area (its boundaries are marked). A shepherd is chosen. Having received the stick, he stands in the middle of the platform.

After the signal “Run, deer!” everyone scatters around the site, and the shepherd tries to catch up with one of the players, touch him with a stick and shout: “Stop, deer!” The one touched by the wand moves aside. The game ends when the shepherd has caught five deer.

Rules of the game. You can run away only at the signal “Run, deer!” The greasy ones go to the appointed place. Salting must be done carefully.

"Deer Hunt"

The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from the deer antlers* (their number depends on the number of children in the team). Each child has a lasso in his hands. He tries to lasso (catch) the deer. Rules of the game. The one who catches the most deer wins. Before you take part in this game, you need to learn the correct techniques for throwing a lasso. Throw a noose over the deer's antlers following a signal. You cannot approach the deer closer than the place marked by the line.

Options. Several people can catch one deer, that is, throw a lasso over one horn. In this case, they should stand without interfering with each other.

To make it more difficult, the game can be played on a mountainside. A group of players is divided into two teams, which are located on two sides of the slide; Each team has a maut (lasso). The leader pushes the sled with the horns attached to it. Children take turns catching deer in flight.

___________
  • Dry branches can be used as “horns”.

"Shooting at a target while circling"

Yakut folk game Take a cardboard disk with a diameter of 20–25 cm, painted with Yakut ornaments (in the old days the disk was made from birch bark, double-stitched). The disk is hung on the wall or on a pole. At a distance of 3–5 m from him, a pole (or a table) is placed around which the player must run several times with the ball and throw it at the disc (target). The winner is the one who hits the target after running around the pole (or bedside table) the most times. For older children, we can recommend shooting at a target with a bow instead of a ball.

Rules of the game. You should agree in advance how many times you need to run around the pole. Throw at a target accurately from a certain distance.

"The Musher and the Dogs"

Games of the peoples of Siberia and the Far East Two cords are placed parallel on opposite edges of the site. The players stand next to them in groups of three and join hands. Two are dogs, the third is a musher. The musher takes the hands of the dogs standing in front. Children in threes at the signal “Let's go!” they run towards each other, from one cord to another.

Rules of the game. You only need to run when given a signal. The three that reach the cord the fastest wins. You can ask the players to overcome various obstacles.

"Ice, wind and frost"

The players stand in pairs facing each other and clap their hands, saying:

Cold floes, Transparent floes Sparkle, ring: Ding-ding...

They clap for each word: first in their own hands, then in the hands of a friend. They clap and say ding-ding until they hear the signal “Wind!” The ice children scatter in different directions and agree on who will build a circle with whom - a large piece of ice. At the signal “Frost!” everyone lines up in a circle and joins hands.

Rules of the game. Those children who have more players in the circle win. Agreeing on who will build a large ice floe with whom must be done quietly. Those who agree join hands. You can change movements only on the signal “Wind!” or “Frost!” It is advisable to include different movements in the game: jumping, light or fast running, side gallop, etc.

"Triple jump"

A line is drawn in the snow, and the players stand behind it. They take turns jumping forward from the line: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The one who jumped further wins.

Rules of the game. You need to start jumping from the line. You can only jump in the specified way.

Options. The game is played with the children distributed into units. Each unit consists of two to four people. All children of one unit go to the line at the same time. At the signal, everyone starts jumping together. The team whose members jump further wins.

The game can also be organized in such a way that children from different levels compete in jumping at the same time. In this case, they calculate how many first, second, third, etc. The participants of each link took their places.

Sled dog racing

The competition is valid for two players. Players get on all fours, with their backs to each other. Then the players are connected to each other with a rope, attaching it to the waist of each player (a rope 4-5 meters long is needed). A line is drawn in the middle between the positions of the players. At the signal, each player tries to pull his opponent over the line.

Who's goring who?

Two players get on all fours, face to face, with their foreheads touching each other. A line is drawn between them. At the signal from the leader, each player tries to push the opponent back, while their foreheads must touch each other throughout the entire competition. The one who completely crosses the line wins.

Ikushkikmak (Ear-elbow walking)

For these fancy races, players lie on their stomachs, distributing their weight between their elbows and the balls of their feet. Each player then grabs their ears and holds them for the duration of the race. At the signal from the leader, the competition begins. The winner is the one who can go further than others without letting go of his ears.

Piddletatak (Knee Jumping)

This fun is carried out in the form of a competition. The game begins on your knees, with your hands on your belt and your toes pointed back. At the leader’s signal, the players jump from their knees to their haunches, and then jump to their knees again. The game continues until only one player can continue the competition (this won't last long!)

Seal races

Another running competition, this time the players imitate seals. Players position themselves on the starting line, supporting their torsos with their hands and relaxing their legs. At the signal, players must begin to move using only their arms - their legs trailing behind them like a seal's tail. Determine the finish line or limit the race time.

Tunumiu

Another competition of physical strength for two people. Players sit with their backs to each other, legs extended. Draw a line one meter from each player's toes. At the signal, each player tries to push the opponent over the line. Their backs must touch each other throughout the entire competition.

"Hares and Dogs"

The players choose two or three hunters, the same number of dogs, the rest are hares. Hares hide in the bushes, dogs look for them, bark at them and drive them to the hunters. Hunters try to hit hares with balls or snowballs (in winter). Hunter, distinguished himself the largest number hits, becomes the winner. When repeating the game, the guys change roles. Rules of the game. Children determine the time of throwing at the target independently. The balls must be thrown at the feet of the players.

"Wolf and Deer"

A wolf is chosen from the players, the rest are deer. At one end of the area a place for the wolf is outlined. Deer graze on the opposite side. At the signal “Wolf!” The wolf wakes up, leaves the lair, first walks around the herd with wide steps, then gradually narrows the circle around it. At a signal (the growl of a wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. He takes the caught deer to his place. Rules of the game. You can only run out of the circle when given a signal. The one who is caught must follow the wolf.

"Partridge Hunt"

Children pretend to be partridges. They are placed on that side of the site - the tundra, where there are devices that can be climbed onto (towers, benches, walls, etc.). There are three or four hunters on the opposite side. Partridges fly and jump across the tundra. At the driver’s signal “Hunters!” they fly away (run away) and sit on branches (climb to heights). Hunters try to hit partridges with a ball. Caught partridges move aside and are eliminated from the game for a while. After two or three repetitions, other hunters are chosen, and the game resumes. Rules of the game. Partridges fly away only when given a signal. Hunters also begin to catch partridges only after this signal. You can only shoot the ball at your legs.

"Fire Thieves"

(for middle school children) Playground rectangular shape(length 30–40 m, width 15–20 m). A circle with a diameter of 2–4 m is drawn in each corner. Each circle is a fortress. Inside the rectangle, stepping back 4 m from the two narrow sides, draw lines of danger (or fire) 2–3 m long. Two teams of ten to fifteen people play. They are located along the danger line. Each team has a captain and chooses a distinctive sign (an element of the national costume). The right to start the game first is determined by drawing lots. At the signal, the team captain who starts the game approaches the opponents, takes fire with a light blow to the hand of any of the players and runs away to his border. He runs after him, trying to catch him until the first player reaches the border. The one who is caught becomes a prisoner and is imprisoned in the enemy’s fortress. If it is not possible to catch the runner, and the one who is chasing has already reached the line of danger, then another player runs out from the opposing team, trying to capture the one who is chasing.

The game continues in this way until all players on one team are captured. Rules of the game. When any of the players approaches the line of opponents, they are all obliged to extend their arms forward. The pursuer must catch up with the enemy to the danger line where the game started. The pursuer who catches up with the runner becomes the bearer of fire. He can approach the opponent's line and, having hit the hand of any player, run back to his boundary as a starter. In other cases, the pursuers are appointed secretly by the captain. One runner can only be pursued by one pursuer. It is prohibited to leave the playing area. The prisoners are freed when their friend, having received fire from his opponent, unhinderedly enters the fortress and touches them with his hand: they all quickly run to their border. The pursuer can catch both the liberator and the freed captive. Other players have no right to interfere with the game.

"Reindeer Sleds"

The players stand along one side of the site in twos (one depicts a harnessed deer, the other a musher). At a signal, the teams run after each other, overcoming obstacles: they go around snowdrifts, jump over a log, cross a stream on a bridge. Having reached the camp (the opposite side of the site), the mushers let their reindeer go for a walk. At the signal “Deer are far away, catch your deer!” Each musher player catches his own pair.

Rules of the game. When overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has grazed it.

Option. Two or three teams of reindeer stand along the line. At the opposite end of the site there are flags. At the signal (clap, hit the tambourine), teams of reindeer run to the flag. Whose team reaches the flag first wins.

"Aleutian National Wrestling"

(for children of high school age) The fight takes place on a special site, in a circle of spears stuck into the ground. Striped to the waist, wrestlers, competing in strength and agility, must tear the opponent off the ground and lift him above them.

"Hand Dragging"

(for children of high school age) Participants sit opposite each other. The middle fingers of the right hands interlock, and with the left hands they rest on the opponent’s left shoulder and try to move him from his place.

But “Ice”, a Russian winter game, is good to play when the snow does not stick to the “snowballs”, on a well-trodden area or a strong ice skating rink. “Ledinka” is played by youths, that is, primary and secondary schoolchildren, from 5 to 10 people. The players, forming a circle, stand at a distance of 2 m from each other. The driver, chosen using a counting rhyme, is in the center and tries to “football” the piece of ice outside the circle. It should be strong enough and not very large. The rest of the players prevent this by holding the piece of ice with their feet and directing it back to the center of the circle. A player who missed a piece of ice right side from himself, changes roles with the driver. Having agreed, the players can move in a circle. If they move to the right, that is, counterclockwise, they need to protect their right flank. Conversely, moving to the left, players protect left side. Of course, the ice cube is driven and the players must launch it so that it flies no higher than the knees of the players. You cannot use your hands; the one who holds the piece of ice with his hands stands in a circle and leads.

Children from the Komi Republic play the game "Deer" at school during physical education lessons. The gym is a suitable size area for this game, but it is better to play outside. Before the game, you need to agree on the boundaries of the field, focusing on trees, bushes or footpaths. A reindeer herder driver is selected. To do this, they run a race. Or, if there are few players, then they intercept the stick with their hands: the last one to grab the tip of the stick leads. On command, the reindeer herder catches the scattering “deer”, in the manner of a tag. The upset player must stop. The reindeer herder approaches him and asks the question: “Deer or man?” If the player answers: “Man!”, then he becomes an assistant to the “reindeer herder” and also catches “deer.” If he shouts “Deer!”, a new chase begins, but for the “deer.” Greasy for certain time The “deer” is considered caught and goes to the “pen”, that is, leaves the game. The reindeer herder's assistants - "people" - also try to fatten the "deer". The game ends when there is only one "deer" left. He becomes another “reindeer herder”.

That's where the children are almost all year round play winter Games, so this is in the “permafrost” zone in Yakutia. Here old game"Ice hole." Reindeer herders traditionally hunted and fished. Children from about 10 years of age and adults play in the ice hole. They play on a playground with small holes dug in the snow. The holes (“ice holes”), according to the number of participants without a driver, are located at a distance of about two meters from each other. The driver plays the role of “frost”, who strives to “hit” the legs or freeze the hole.

All players hold straight sticks, about 5 cm thick, with a length corresponding to the player’s height. They play with a small leather ball stuffed with wool. Participants lower sticks, each into their own “hole”. The driver has the ball, who seeks to win one of the holes by hitting it with the ball using his stick, or hitting the player with the ball on the shoe (below the ankle). If the “frost” managed to get into the “fisherman’s” legs, they change roles. Having sunk the ball into someone else's "ice hole", the driver begins to count loudly to ten. While counting, he tries to lower his stick into the hole, and its owner tries to throw the ball out of the hole with his stick. Each player can hit the ball driven to his hole with a stick. To prevent the ball from hitting his feet, the player jumps, leaning on a stick. The ice-hole neighbors help: they bounce the ball with sticks. The driver who fails to win the “ice hole” for himself within the agreed time is considered a loser. Basic rules: you cannot hit the ball with your hands, feet, or body. Any use of force is prohibited, the offender is appointed driver or is eliminated from the game. If the “frost” managed to occupy the hole, its former owner becomes the driver.

During the long winter, peasants engage in crafts. Woven baskets, knitted shawls and painted toys sooner or later need to be taken to the fair. The Estonian game "Fair" illustrates how a craftsman prepares for his journey. No special equipment is needed to play. But the more friends gather to play, the better. The driver, the “fair owner,” assigns to the other players the names of the items needed for the trip.

For example: “cart”, “harness”, “arc”, “bells”, “bag”, “purse”. The players stand in a circle. The “fairman” begins to talk about his preparations for the trip, using the names of objects assigned to the players. The one whose object is named must wrap himself around himself on the heel of one foot. And if the player missed and did not have time to react immediately, then he must give away his “forfeit”: a handkerchief, a lace or a note with his name. When the "fairman" has finished collecting, the "forfeits" are returned to the owners after completing some task.

The game can be played in indoors where there are chairs. In this case, the players do not stand in a circle, but sit on chairs and, upon hearing their comic “name,” jump up and run around the chair. The driver ends his story with the words: “The fair is closing...” At this moment, the players must get up and run next to the chairs. And when the “fair owner” says: “...the fair is closed!” take any chair, while the “fair-goer”, for whom a chair is not provided, also tries to sit down. The one who doesn't get a seat drives.

"Komi national games"

Target:

Tasks:

Download:


Preview:

Entertainment scenario for senior preparatory group

"Komi national games"

Target: introduce children to Komi folk culture;

Tasks: consolidate skills in playing folk games; develop ingenuity, agility, speed, endurance; cultivate respect for Komi culture, for each other; create a good mood.

Progress of entertainment.

Leading: Vidza olannyd, dona servants and miyan gӧstyas! (Hello, dear guys and our guests!) In what language did I greet you? Yes, in Komi. So what republic do we live in? (Komi) Yes, we live in the Komi Republic. Our people have their own customs, their own culture, songs, dances, and games. Today we have gathered with you to play Komi folk games. What games do you know? (children's answers) Great, you know a lot of games.

Everyone knows that the Komi people are engaged in hunting, fishing, and reindeer herding. Therefore, in their games you can see the work of adults, as well as something related to nature.

So, we are starting our games, and for this I will ask you all to close your eyes and imagine that we are in the Komi national hut and a grandmother is greeting us... And our first game is “Cat, Grandma and Pots for Sour Cream”

1st game “Cat, grandma and sour cream pots”(application)

Leading: Well done! Had a good time playing with grandma. Now let's play with Uncle Semyon

2nd game "Uncle Semyon"(application)

Leading: That's how many children Uncle Semyon has! And they decided to build a tent. Who knows what chum is? Yes, this is a human dwelling in the tundra.

3rd game “Build a tent”(application)

Leading: The chum has been built, and now let's go fishing.

4th game "Seine" (application)

Leading: How many fish we caught! Well done! What animal lives in the tundra next to humans? (answers) Of course it's a deer. He also helps a person in everything. People roam from one place to another on reindeer. And in the summer, deer graze in the pasture.

5th game “Deer Catching”(application)

Leading: We played great. We caught the deer, and now tell me, did the Komi people go into the forest? (answers) What were they doing there? (answers). So you and I will go into the forest to pick berries.

6th game “Bear - Grandma”(application)

Leading: Well, all the work is done, now you can relax.

Game 7 “Rope Game”(application)

Leading: Our games have come to an end, I hope you enjoyed the Komi folk games. I think that you learned a lot of interesting things today about the Komi people. Everyone Thanks a lot for taking part! Addzyslytӧdz! (Goodbye!)

Application

  1. "CAT, GRANDMOTHER AND POTS FOR

SOUR CREAM" (KANY, BABO DA NӦKVYLӦ GYRNICH)

Target: learn to perform actions in accordance with the role.

Develop the ability to run quickly and agility.

Progress: From the players they choose “cat”, “grandmother”, the rest become “pots for sour cream” and squat in a circle. Grandma steps aside and goes to bed. During her sleep, the “cat” overturns “pots” and lays down the sitting players. When grandma wakes up and sees the “cat’s” tricks, she starts chasing her in a circle. When catching up, she definitely needs to pick up the overturned

"pots". If grandma catches the “cat,” they change places or choose new ones.

  1. "UNCLE SEMYON" (SEMYON UNCLE)

Target: learn to perform movements according to the text; invent movements yourself. Develop imagination and fantasy.

Progress: players stand in a circle, placing one in the middle. Everyone walks in a circle and shows what the song is about:

Uncle Semyon had

There were seven children.

All seven are like this:

With such a head

With such a beard

With eyes like these

With ears like these

With such noses

With such mouths.

They didn't work, they didn't work,

Then they did this...

Semyon uncle vӧli,

Vӧli sisim pi.

Becoming a Sizimys Valley:

Tatshӧm yurӧn,

Tatshӧm toshkӧn,

Tatshӧ sinmon,

Tatshӧm pelyasӧn,

Tatshӧm diven,

Tatshӧm vomӧn,

Nayez udzhavny,

And sessya vӧchasisny taji...

After these words, the person standing in the circle shows some

figure. Whoever repeats the last word enters the circle.

  1. “BUILD A CHUM” (CHUM STRӦITӦM)

Target:

Progress: The players are divided into two teams, stand in a circle and raise their arms above their heads. At a signal, they run in all directions, raising their knees high, pretending to be deer (arms crossed over their heads), at the second signal they must quickly build a chum, i.e. take your seats.

  1. "NEVOD" (TYV)

Target: practice running fast. Develop dexterity

ability to act on a signal.

Progress: The players choose a “fish”. A bright scarf or a wreath of flowers is placed on her head and placed in the center of a round dance representing a seine. At a distance of 1.5-2 m from the round dance, four poles decorated with ribbons are installed.

The “fish”, having made its way through the net (under the hands of the players, runs to one of the poles. The players catch up with it. If they did not catch up with the “fish”, and it hid behind the pole, it remains a “fish”; if caught, then it returns to the round dance.

The one who caught up with it becomes a fish.

Rules of the game. The player running out from under the net must

show dexterity rather than strength. You can't break the circle.

“DEER CATCHING” (KӦR KUTALӦM)

Target: learn to run in all directions, use all

running area. Develop dexterity, eye, and the ability to act on a signal.

Progress: Among the players, two shepherds are chosen, the rest of the participants are deer. They stand inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal “One, two, three - catch!” The shepherds take turns throwing the ball at the deer, who run away from the ball. The deer that is hit by the ball is considered caught. After four to five repetitions, the number of

caught deer.

Rules of the game. The game must begin only upon a signal. You can only throw the ball at the feet of the players. A direct hit is counted, not after a rebound.

"BEAR - GRANDMOTHER"(OSHKӦ-BABӦ)

Target: learn to perform game actions, clearly pronounce text, and navigate in space. Develop agility and running speed.

Progress: From among the players, the driver is determined by a counting rhyme, who becomes a “bear”, the rest - “berry pickers”. You can play on the street and at home: if they play on the street, the driver goes into the ravine and sits down, if in the house he squats and is covered with a fur coat. The players walk around it, bend down - show picking berries, and sing:

Grandma Bear, Grandma Bear,

We collect blueberries, we collect lingonberries,

Let's take a good berry,

Let's leave the bad berries.

Oshkӧ-babӧ, oshkӧ-babӧ,

Chӧdtӧ votam, puvtӧ votam,

Bur votyssӧ barefoot,

Lek votyssӧ chӧvtam.

At a convenient moment, the driver pounces on the fleeing players. The caught player becomes the new "bear".

"GAME WITH ROPE"(GEZYON VORSӦM)

Target: learn to build an even circle, try to keep the circle during the game. Develop agility and speed of movement.

Progress: players stand in a circle, holding the rope with both hands, which forms a circle. Choose one participant to enter the circle. He needs to find a convenient one

moment and with a sharp movement touch someone's hand. The player, in order not to get caught, removes one hand from the rope. Then the driver cannot touch the other hand. The one who is insulted becomes the driver.


Outdoor games “Komi - Permyak fun”

Description of the material: I offer you outdoor games “Komi Permyak Fun” for primary and secondary classes. I think this material will be useful for teachers physical culture, teachers primary classes, after-school teachers. This material can be used in physical education lessons, during breaks and after-school activities. Folk games that students will become familiar with can be transferred to the yard where the children are now of different ages bored, not knowing what to do. But folk games are not just children’s fun, they are also a means of managing a street group of different ages, with which there are so many problems today. Games will help solve the problem of children's free time, which is also important today. While playing, children and adolescents develop physically and mentally, strengthen their willpower, and get to know each other better. The game has a goal that you want to achieve. Speaking about the influence of the game on mental development, it should be noted that it forces you to think most economically, tame your emotions, and instantly react to the actions of your opponent and partner.

Target: Popularization of outdoor games, fun, and national traditions of the Komi-Permyak people among children.

Tasks:

    Know the history of the Komi-Permyak people, their sporting achievements.

    Use national components in physical education lessons.

    To cultivate a patriotic attitude towards the customs of the Komi-Permyak people.

    To instill interest and love for the roots of the Komi-Permyak people through games and folk entertainment.

The cultural value of Komi-Permyak folk outdoor games is indisputable. From time immemorial, games have clearly reflected the way of life of people, their way of life and work, national foundations, ideas about honor and courage, courage, the desire to have strength, dexterity, endurance, speed and beauty of movements, to show ingenuity and endurance, creativity and resourcefulness, will and the desire to win.

With the help of specially selected games, you can specifically develop motor skills, consolidate and improve technical skills. Team games foster mutual assistance, responsibility for personal contribution to the team’s results, camaraderie, and other moral traits human personality.

From generation to generation, the elders taught folk games to the younger ones. In this way they helped preserve the national culture, or rather, one of its brightest facets. We must not allow wonderful folk games to be forgotten and lost. If we do not fix them in the memory of the younger generation in time, they will be completely forgotten and we will lose part of our national cultural heritage. It is necessary to actively promote folk games, collect them, record them, and master them. It is especially important to include folk games and national sports in the programs of mass physical education, health, cultural and sports events, festivals, etc.

"Big Ball"

To play you need a big ball. The players stand in a circle and join hands. The driver with the ball is in the middle of the circle. He tries to roll the ball out of the circle with his feet, and the one who passed the ball between his legs becomes the driver. But he stands behind the circle. The players turn their backs to the center. Now the driver needs to roll the ball into the circle. When the ball hits the circle, the players again turn to face each other, and the one who missed the ball stands in the middle. The game is repeated.

Rules of the game. The players do not pick up the ball during the entire game; they roll it only with their feet.

"In whitefish"

A stake is driven into the ground with a rope tied to it at the upper end, the length of which is about two meters. A circle is drawn around the stake. Balls (or other things) are placed in the resulting circle - this is a “product”. One of the players is a “merchant”, and the rest are “buyers”.

The “merchant”, grabbing the end of the rope, runs around the stake: his job is to protect the “goods” from theft. “Buyers” must approach the stake and throw the balls over the line. The “merchant” tries to touch buyers with his hand. If this succeeds, when not all the balls have been thrown out of the circle, then the “merchant” will be the one he hit. Otherwise, as punishment for poor “supervision,” the “buyers” force him to hop on one leg around the circumference of the circle.

"Kick the ball out"

Two horse lines are marked on opposite sides of the site. The distance between them is 5 - 10 m.

The players are divided into two teams and stand opposite each other behind the lines. By lot, one of them starts the game. Children take turns with a strong blow feet send the ball towards their opponents. They try not to let the ball go beyond the line and kick it back. If the ball does not reach the stake line, then the players pass it with their hands. So the ball passes from team to team until it passes the line. A player who misses the ball is penalized (any object is placed behind him). The team with the fewest penalty points wins.

Rules of the game. When meeting the ball, the player can go beyond the end line only one step. If the ball is sent weakly and does not reach the end, the player is also fined.

"Burners"

The players stand in pairs one after another. In front of everyone, at a distance of two steps, stands the driver - the burner. The players chant the words:

Burn, burn clearly

So that it doesn't go out.

Stay at your hem

Look at the field

The trumpeters are going there

Yes, they eat rolls.

Look at the sky:

The stars are burning

The cranes shout:

Gu, gu, I'll run away.

One, two, don't be a crow,

And run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, then they stand in front of the first pair, and the burner is lit again. The game is repeated.

If the burner manages to stain one of those running in a pair, then he stands with him in front of the entire column, and the one who is left without a pair burns.

Rules of the game. The burner should not look back. He catches up with fleeing players as soon as they run past him.

"Zarya"

Children stand in a circle, hold their hands behind their backs, and one of the players - Dawn - walks behind with a ribbon and says:

Zarya-zarnitsa,

Red maiden,

I walked across the field,

Dropped the keys

Golden keys

Blue ribbons,

Rings entwined -

Let's go get some water!

With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game. Runners must not cross the circle. The players do not turn around while the driver chooses who should put the scarf on their shoulder.

"Cat and Mouse"

The players (no more than five pairs) stand in two rows facing each other, hold hands, forming a small passage - a hole. There are cats in one row, mice in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat catches the mouse, the players stand in a row. The second pair starts the game. The game continues until the cats catch all the mice.

Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

"Trap in a Circle"

They're drawing on the playground big circle. A stick is placed in the middle of the circle. The length of the stick should be significantly less than the diameter of the circle. The size of the circle is from 3 m or more, depending on the number of players. All participants in the game stand in a circle, one of them is a trap. He runs after the children and tries to catch someone. The caught player becomes a trap.

Rules of the game. The trap should not jump over the stick during the game. This action can only be performed by game participants. It is prohibited to stand on a stick with your feet. The caught player has no right to escape from the hands of the trap.

"Lifesaver"

Children choose a driver with a counting rhyme:

I'll buy myself a pipe

And I'll go outside!

Louder, pipe, doody,

We're playing, you drive!

The driver closes his eyes and stands facing the wall. A magic wand made of wood (50 - 60 cm long, 2 - 3 cm in diameter) and brightly colored so that it is clearly visible in the green grass is placed near the wall next to it.

The driver takes a stick, knocks it on the wall and says: “The stick came, but didn’t find anyone. Whoever he finds first will go for the wand.” After these words, he goes to look. Noticing one of the players, the driver loudly calls him by name and runs to the wand, knocks on the wall, shouts: “I found the lifesaver... ( Player name)". This is how the driver finds all the children. The game is repeated. The first one found when repeating the game should lead. But the player who has been found can run to the magic wand before the driver with the words: “Magic wand, help me out” - and knock on the wall. Then throw it as far as possible from the wall and, while the driver is looking for the stick, hide. The driver again quickly runs for the wand and repeats the actions described above.

Rules of the game. You can't peep when children are hiding. The driver must speak the words slowly so that all the children have time to hide. The driver should look for children all over the site, and not stand near the lifesaver. Children can run from one hiding place to another while the driver looks for the magic wand and puts it in place.

Option. Children can help out the player they found. One of the players quietly comes out of hiding, quickly runs to the magic wand and says: “Lifesaver, help me out... ( calls the person he helps out by name)" - he knocks on the wall with it. Then he throws the stick as far as possible. While the driver is looking for her, the children are hiding.

"Posigutki"

The players are divided into two teams by lot, one of them is the driver. The players of this team form pairs that stand in a corridor facing each other at a distance of 1 - 2 m, one pair from the other. Then the children also sit in pairs on the grass, straighten their legs, and touch each other with their feet. The players of the other party stand in single file and try to jump over their legs as quickly as possible. The drivers are trying to make fun of the jumping player. Each one who has been greased stands behind the back of the driver who has greased him. The players change places after all the children have passed, and the game is repeated.

P
game rules
. The one who has been insulted should not jump further than the pair of players who insulted him. The driver salutes the player only when he jumps over, and he should not change the position of his legs. Option. The players of the driving team may not sit down, stretching their legs, but hold the cord or elastic band while kneeling.

"Mail"

The game begins with a roll call between the driver and the players:

-Ding, ding, tribute!

- Who's there?

- Mail!

- Where?

- From the city...

- What are they doing in the city?

The driver can say that in the city they are dancing, singing, jumping, etc. All players must do what the driver said. And the one who performs the task poorly gives away a forfeit. The game ends as soon as the driver collects five forfeits. Players whose forfeits are from the driver must redeem them. The driver comes up with interesting tasks for them. Children read poems, tell funny stories, remember riddles, and imitate the movements of animals. Then a new driver is chosen and the game is repeated.

Rules of the game. The participants in the game can come up with tasks themselves.

"Tag"

The players choose a leader - tag. Everyone runs around the site, and the tag catches them.

Rules of the game. The one whom the tag touches with his hand becomes the tag.

Options.

Tag, feet off the ground. The player can escape from tag if he stands on some object.

Bunny Tag. A tag can only stain a running player, but as soon as the latter jumps on two legs, he is safe.

Tag with house. Two circles are drawn along the edges of the site; these are houses. One of the players is a tag, he is catching up with the participants in the game. The hunted person can escape from being spotted in the house, since spotting is not allowed within the boundaries of the circle. If the tag is touched by one of the players with his hand, that player becomes a tag. Tags with name. Everyone playing, except for tag, chooses the names of flowers, birds, and animals. Fifteen does not stain the one who identified himself in time (for example, a fox).

TO
rug tag
. The participants of the game stand in a circle at a distance of one step. Everyone marks their place with a circle. Two drivers stand at some distance from each other, one of them is a tag, he is catching up with the second player. If the runner sees that the tag is catching up with him, he asks for help from the players standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag already catches up with him. The empty seat is occupied by the player who started the game. If there is time, a free circle can be taken by a tag, then the tag becomes the one who is left without a place. The game continues, the tag catches up with the player who left the circle.

"Herd"

The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep loudly call the shepherd: Shepherd, shepherd,

Play the horn!

The grass is soft

Sweet dew

Drive the herd into the field

Take a walk in freedom!

The shepherd drives the sheep out into the meadow; they walk, run, jump, and nibble grass. At the shepherd’s signal: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd stands in the way of the wolf and protects the sheep. Everyone caught by the wolf leaves the game.

Rules of the game. During the run, sheep should not return to the house from which they left. The wolf does not catch the sheep, but kills them with his hand. The shepherd can only shield the sheep from the wolf, but should not hold it back with his hands.

"Rolling pots"

The players sit, the leader walks and “falls” (that is, drops the players to the floor). The one he knocked down lies there without moving. The one who is not knocked down gets up and lifts those who are lying down. The presenter begins to “play around” again. This technique is repeated several times, then the leader and the person lifting change roles.

"Owl and the Birds"

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, dove, crow, jackdaw, sparrow, tit, goose, duck, crane, etc.

The players choose an owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear, figure out what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

At the signal “Owl!” all birds try to quickly take a place in their home. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl. Rules of the game. Bird houses and the eagle owl's house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.








"Teal"

To do this, draw a square. Place a block of wood near the front edge of the square and a not too long board on it. Place a “teal” - a small stick, a sliver - on one end of the board.

Now choose a driver. Here's a counting rhyme - gibberish:

Ekuta, mekuta,

Chuketa, ma,

Appear, rise,

Chun, turima,

Okylya, Chukylya,

Ar da yokysh,

Isyana, Misyana,

Tasyanya, shoo!

The driver moves aside. The first player picks up a stick, steps on the other end of the board with his foot so that a sliver of wood flies into the air, and then hits it with the stick. The sliver flies far to the side! The driver picks it up and throws it into the square: if the stick does not hit the square, then he will drive again. And so are all the players!