Games for children at school summer camp. Competitive and entertaining game for summer camp “Fun Mosaic”

Undoubtedly, organizing a summer holiday is of great importance for younger children. school age. Every adult understands that the cold season, constant mental stress and the life of a child within the walls of home and school for 9 months greatly deplete the psychological, physical and emotional strength of children junior classes. That's why summer holidays- This is, first of all, time for rest. However, in the summer, another, additional educational program should be implemented, which, in addition to mental relaxation and health improvement for children, would ensure the development of their self-determination, would contribute to their creative self-realization, and would also provide them with social adaptation. That is why the most serious requirements are imposed on such recreational and educational summer-type children's institutions. Children's summer camps must solve a number of important and significant problems. Their activities are aimed primarily at the positive socialization of children, as well as their physical, intellectual, emotional, spiritual and moral development.

A special form of existence for all these aspects of human life is play. Play is the most important process of cognition and learning for a child’s development. Therefore, games for children in summer camp cope perfectly with the tasks listed above, assigned to additional educational institutions summer camp type.

The age of a child is 6-10 years old - this is the period when he is already more or less independent. At this age, children are interested in the world around them and actively interact with their peers and with adults. They already know how to think critically, reason and organize their thoughts. They have already formed the basic life values and skills. At this age, children are quite active, curious, open to communication and learning. new information. They gladly agree to any experiments, to everything new and unusual. Therefore, for children aged 6-10 years, outdoor games that teach collective interaction, develop reaction, strength, endurance, imagination, memory and dexterity are acceptable. Games for children in summer camp are creative activity where they express their vision of life, they reveal their thoughts, dreams, aspirations and feelings. This independent activity children, where they are united by a common goal and joint efforts. Therefore, individual and computer toys fade into the background at this time, freeing up the entire field of activity for active and role-playing games.

Scenarios of some games:

Games for children in summer camp to develop dexterity and reaction:

"Fishing rod".A group of children should stand in a circle. In the center of the circle stands the leader, who, holding the end of the rope, twists it, and there is a tied ball on it. He must spin it so that the ball hits the other players' legs. They must jump up and not let the ball hit their feet. Whoever is hit by the ball loses and leaves the game. And the winner is the last one remaining.

"The Crow and the Sparrows." A circle is drawn on the asphalt or scratched on the ground. The driver enters the center of the circle - he is a “crow”. All the other children stand in a circle - they are “sparrows”. The "sparrows" jump into a circle, and the "crow" catches them. The caught "sparrow" becomes a "crow".

"Hold the ball."The guys stand in pairs in a circle whose diameter is approximately 1 meter. They take the balloon. And they hold it above them without using their hands. They must blow on it without touching the line of the drawn circle and trying not to go beyond it. The pair of children who holds the ball longer wins.

"Clap."All children have serial numbers. They stand in a circle and then take turns clapping their hands twice and their knees twice. When a person claps his hands, he says his number, and when he hits his knees, he says any other number. The player whose number was named claps. If he did not react and did not have time to continue the game or named a number that had already been said, he loses. Thus, the last two people are considered the winners.

Outdoor games for children in a summer camp for endurance and reaction development:

"Bulldogs".It is simple, but quite mobile and fun game. 2 “bulldogs” are selected. They stand guard and catch all the other players who must run from one side of the conditional field to the other side. If a child who was trying to run across is caught by a “bulldog”, he himself becomes one. The game continues until the bulldogs catch all the players. The last one wins.

"Homeless Hare." It is necessary to choose a “homeless hare” and a hunter. All the other children are hares, each in their own house. A house is a circle drawn on the ground or asphalt. One hare is running, and the hunter is trying to catch up with him. A “homeless hare” can hide from a hunter in a house he likes. But the hare, into whose house a “homeless man” has run, becomes homeless himself and runs away from the hunter. When the hunter finally catches the "stray hare", they switch roles and the game continues.

"Sardines."This is a game of something like hide and seek in reverse. First one person hides, and everyone else looks for him. Then the one who finds the first one hides with him. And so every single one of them hides in one place, and the last one is considered the loser and then hides first.

"Empty place".All children stand in a circle, and one remains behind him. He is a driver who walks around and touches any person, which means a challenge to a competition. They should both run in opposite directions, and when they meet, say hello and race to take the vacant seat.

Games for children in summer camp to develop thinking and attention:

"Yes-No-ka"One of the children is the leader. He asks a few simple questions that the rest of the participants must answer without using the words “Yes” or “No.”

"Dispute".It is necessary to divide into 2 groups. Group 1 claims and proves something. And the 2nd group opposes them and proves the opposite.

Games for children in summer camp to develop memory:

"I know five names." Children take turns hitting the ball on the ground and at the same time say: “I know five names of boys” - and list what names they know, with the words: one, two, and so on up to 5. Can be increased to 10. And so one by one. Then, girls' names, cities, animals, plants and whatever. The one who takes a long pause and cannot remember loses.

The work (54 pages) covers the following sections:

- indoor games;

- outdoor games;

- outdoor games;

— relay races without sports equipment;

- relay race with skipping rope and hoop;

- relay races with the ball;

— comic Olympics;

- fabulous relay race;

— water-land competitions;

— zoological races;

- contest acting;

- attraction games, fun, jokes

— dance and entertainment evening;

- test of intelligence;

— games “It’s time to think”;

- charades;

- club of fools, riddles and jokes;

- shifters;

— tongue twister competition;

- fun game;

- jokes and jokes;

- anagrams and logarithms

INDOOR GAMES

"Snowball". The players sit in a circle. The first one says his name. The second says the name of the first and his name. The third names the previous two and the owl, etc. until the first names everyone.

"Mathematics". Children sit in a circle. The teacher gives the task: “Let’s start counting in a circle. The one who has a number divisible by 3 pronounces his name instead of the number.”

"Candle". Participants in the game sit in a circle around a candle. The teacher picks up the talisman and begins introductions. “Allow me to introduce myself: Masha... Height... Weight... Volumes... Foot size... Education..." The introduction depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the children’s hobbies, then the teacher talks about his hobbies at the same age; if the goal is the content of future activities, the teacher talks about what he did in a health camp at the same age; if the goal is to understand the child’s internal state, then the teacher talks about his experiences at this age. The talisman is handed over to the narrator. The presenter sets the theme, rhythm, content, directs and regulates the flow of the game.

"Who is absent". After everyone has introduced themselves, the lights go out and one person leaves the room. Those remaining must guess who is missing and say his name.

“Figures.” The players stand in a circle. A rope is stretched inside the circle, which everyone holds on to with their hands. The presenter explains that it is necessary, with your eyes closed, without opening your hands, to build a square, an equilateral triangle, a star, using only oral conversations.

“Voices of Animals.” Children are divided into pairs, choosing the voice of an animal. Then they disperse to different sides of the room and, with the lights off, they are faced with the task of finding a partner based on the voice of the chosen animal.

“Guess what I see!” This game can be played anywhere and everywhere: it relieves boredom and gives pleasure. And it works best by distracting attention if Petya is quarreling with Anya again or Kolya is sadly huddled in a corner.

Start like this:

You: I see something red that you don't see!

Child: Hearts on the curtains?

Him: The cover of Tanya’s book?

Him: Oleg’s hat?

Him: Is there a candy wrapper on the table?

Believe me, this can continue indefinitely!

“A story without adjectives.” Participants are divided into groups of 4 people. Each group receives the task of writing a story on some topic in 10-15 minutes (“How I was getting ready for the camp”, “Our journey to the camp”, etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing into their stories adjectives that are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). The finished stories are read out and the funniest, most original work is determined. Game duration is 40-50 minutes.

“Guess the song (poems).” A group of guys are playing. The driver is identified and moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, the line Pushkin's poem: "I remember wonderful moment, you appeared before me...” All the guys sitting in a circle take one word from this line. The driver returns and begins interviewing the guys. He can ask any questions, the most awkward ones, to everyone in turn or separately, such as “What is your attitude towards salted cabbage?”, and the person answering must use the word given to him: “I have a wonderful attitude towards cabbage!”

“Konachko” (end-beginning-end). You can play with two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HOOD-THRESHOLD, etc. The one who hesitates is eliminated from the game. You can individually create chains on a specific topic. The one whose chain is longer wins.

“Nonsense” Two players, secretly from the other players, agree on a topic on which they will communicate through non-verbal means. They start a conversation. Eyewitnesses, having guessed what we're talking about, join the conversation. When everyone is involved in the game, starting with the last person to connect, they begin to find out the subject of communication - how they understood the topic of the conversation and what information they conveyed.

“Walking down the street.” All players are assigned numbers. No. 1 begins: “There were 4 crocodiles walking down the street,” No. 4 replies: “Why 4?”, No. 1: “How many?”, No. 4: “And 8.” No. 8 comes into play: “Why 8?”, No. 4: “And how much?”, No. 8: “And 5!” etc. if someone makes a mistake or hesitates, he gives a forfeit. Collected forfeits at the end of the game

They are being played out.

"Guess who". The one who starts chooses one of the players and describes him like this: He is small, cheerful and dark-haired. Everyone looks at each other. Maybe it's Rita, Tanya or Kostya? If no one can guess, the description can be clarified: this man is wearing black patent leather shoes, a red sweater and a hair clip in his hair. Now, of course, it is clear to everyone that this is Yulia.

“Found Banana” Children sit in a circle. Everyone has something hidden under their shirt. One of the children tries to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name who has what is hidden.

“Clothes exchange.” Children sit in a circle and carefully look at each other’s clothes, trying to remember them. Then one of them goes out the door, and several players exchange parts of clothing. The presenter enters and tries to determine who is wearing other people’s things and who they belong to. It will immediately catch your eye if the boy Sasha puts on Anya’s skirt. It's not so noticeable when you change socks.

“Attention, he’s coming!” Children stand in a circle as close to each other as possible. They pass from hand to hand soft toy or some other item while the music is playing. Everyone tries to get rid of this item as soon as possible. As soon as the music stops, the one who has the toy in his hands leaves the game.

"Present". The players sit in a semicircle and choose a driver, then invite him to go out for a while. Each player prepares a gift for himself: a knife, a pencil, a coin, a pin, etc. The driver’s name is. He goes around everyone and tries to remember who has what item. Then he comes out a second time, and the players collect all the things in one place. They call the driver again and offer him to give out gifts to whomever he wants. If the driver distributes gifts correctly. They choose a new driver; If he makes a mistake, repeat it a third time. After the third time, a new driver is chosen.

“Snapshot.” The presenter places several objects on the table (pencil, box, paper clip, knife, etc.) and covers them with a sheet of paper. Then he calls the players. When everyone is ready, he lifts the sheet covering the items for 3-5 minutes and closes it again. It is suggested that everyone write down what objects they saw. Then they check the correctness of memorization. The one who remembers more than others and without mistakes wins.

"What changed?". 10-15 postcards are laid out on the table. The players are asked to remember the location of several postcards within 1-2 minutes. When everyone looks at it a second time, it is suggested that they say what movements were made. The winner is the one who indicates everything correctly (or larger number) changes.

“Hands on the table!” The players are divided into two equal groups and sit on both sides of the table. One group receives some small object: a coin, a button, an elastic band - and begins to pass it under the table. Suddenly, one of the players from the other group loudly says: “Hands on the table!” Immediately the entire group passing the item should place both hands on the table, palms down. Someone must have an object under their palm. The second group must guess who has it, and only one guesses, consulting with his comrades. If he guesses correctly, the item goes to his group. Then the whole group begins to pass the item under the table, and the first group guesses who has it. If they don’t guess correctly, then the first group keeps the item and they win a point. This is how they play until the agreed number of winning points.

“Fun game of spoons” Prepare one less spoon than the number of participants in the game. Have the participants of the game squat in a circle with their hands behind their backs. Place spoons in the middle in a circle (one less than the players in the game). The presenter tells a story that might start something like this:

Once upon a time there lived a family. Their last name was Lozhkins...

When children hear the word “spoon,” they should grab one of the spoons as quickly as possible. The one who does not get a spoon is eliminated from the game. Then the spoons are put back in their original place and the game continues. Do not forget to put one spoon aside, and then the story continues:

One Sunday, the Lozhkins decided to go somewhere for lunch with the whole family. Everyone dressed smartly, only little Oleg did not want to part with his pajamas. “If you don’t get dressed immediately, you’ll get a spoon in the forehead!” - Dad said, angry. But Oleg stubbornly stood his ground. The grandmother said: “And after lunch, you and I will eat ice cream with small spoons,” and persuaded her grandson. Oleg changed clothes and everyone got into the car. The cafe was called “Golden Spoon”. Everything there was very beautiful, and the waiters behaved unusually respectably. At one of the tables sat a fat lady with a red dog, and opposite her was a thin gentleman, her husband, who was licking his spoon. “Look, dear,” he said to the fat lady, seeing how the Lozhkin family sat down at the table. - it’s amazing how many children there are - and only one dog!” The food was served. Just as dad was about to pour mom a glass of wine, Mopsy the dog pulled the tablecloth. The chaos came out great. Plates, forks, knives, glasses and spoons flew to the floor. A terribly excited waiter came running. He calmed down only after Papa Lozhkin paid for everything. The Lozhkin family had to leave the cafe. They went straight to the tent where they sold sausages and ate the fried sausages, which were very tasty. Only the pug didn’t get anything: he had to just watch as punishment.

Instead of spoons, you can play with other objects, for example, chestnuts, plush toys, cubes, etc. It is only important that they are at the same distance from the children. Children should always keep their hands behind their backs and handle each other carefully. Carefully. And inventing a story is not at all so difficult. It may well be long, but it will definitely be interesting and fun.

OUTDOOR GAMES

“Nose, nose, nose, mouth...” The players sit in a circle, with the leader in the middle. He says: nose, nose, nose, mouth. When pronouncing the first three words, he touches his nose, and when he pronounces the fourth, instead of his mouth, he touches another part of his head. Those sitting in a circle must do everything as the leader says, and not as the leader does, and not allow themselves to be knocked down. Whoever makes a mistake is out of the game. The most attentive one wins.

“Chicken by the grain.”

1. Grandma and I will buy ourselves a chicken. 2 r.

And the chicken, grain by grain, cluck-tah-tah

2. Grandma and I will buy ourselves a duck - 2 rubles

3. Grandma and I will buy ourselves a turkey - 2 rubles

Turkey tails-coats, duck tati-ta-ta

And the chicken, grain by grain, cluck-ta-tah

4. Grandma and I will buy ourselves a pussy - 2p

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

5. Grandma and I will buy ourselves a dog.

Little dog woof-woof, little kitty meow-meow, turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

6. Grandma and I will buy ourselves a cow - 2p

Little cow flour-flour, little dog woof-woof, kitty meow-meow, turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

7. Grandma and I will buy ourselves a pig.

Piglet oink-oink, little cow muki-muki, little dog woof-woof,

Little kitty meow-meow, little turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

8. Grandma and I will buy ourselves a TV - 2p

TV time-facts

The announcer lala-lala, and the chicken cluck-tah-tah, grain by grain

“Two flowers.”

Two flowers, two flowers

Hedgehogs, hedgehogs

Anvil, anvil

Scissors, scissors

Running in place, running in place

Bunnies, bunnies

And now we will say girls and boys together.

“The king rode through the forest”

The king rode through the forest, through the forest, through the forest

He met the princess - 3 r

Let's jump with you - 3

We kick our legs - 3

Let's clap our hands - 3

Let's stomp our feet - 3

Let's spin around with you - 3

And you and I will become friends - 3

"How are you".

How are you? Like this

Are you swimming? Like this

Are you waiting for an answer? Like this

Are you waving after me? Like this

How are you running? Like this

Do you sleep in the morning? Like this

Are you looking into the distance? Like this

How are you being naughty? Like this

“Figured Waltz”. Everyone stands in pairs in a circle, holding hands, forming a boat, and sings: “Step, step, step - on your toes. Step, step, step - on your toes. They swayed, turned over, slammed, name, changed.”

"Rhythmic Exercise"

Strong is our brave squad

They went out to the parade together.

Higher your leg

Firmer step

How a soldier walks in formation.

“Where is the right, where is the left.” Children jump to count. When the teacher says “right,” the children put their right hand on their toe. (hands on belt)

“Bank and River”. Please note. 2 lines are drawn on the ground at a distance of 1 m. Between these lines there is a “river”, and along the edges there is a “bank”. Everyone stands on the “banks”. The leader gives the command: “RIVER”, and everyone jumps into the “river”. At the command “SHORE”, everyone jumps onto the “shore”.

"Traffic light". On green color- run in place, on yellow - step in place, on red - stop.

“Enchanted Castle.” 2 teams play. 1 must disenchant the “castle”, and 2 must prevent them from doing this. The “castle” can be a tree or a wall. Near the “castle” there is the main gate - in the courtyard of the guys from the 2nd team, blindfolded. In general, all players on this team must be blindfolded. They are located arbitrarily, the way they want, on the playground. The players who must disenchant the “castle”, at the command of the leader, begin to silently move towards the lava gate. And the task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the 2nd team, blindfolded, is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the guys change roles. Specify the condition: will the guys from the 2nd team stand still or can they move around the site.

“Santiki-santiki-lim-po-po.” The players stand in a circle. The driver moves away from the circle a short distance for a few seconds... During this time, the players choose who will be the “shower.” This player will have to show different movements (clapping his hands, patting his head, stamping his foot, etc.) All other players should immediately repeat his movements. After the person showing is chosen, the driver is invited to the center of the circle. His task is to determine who shows all the movements. The movements begin with ordinary claps. At the same time, throughout the entire game the words “Santiki-santiki-lim-po-po” are pronounced in chorus. At a moment unnoticed by the driver, the demonstrator demonstrates a new movement. Everyone should immediately adopt it, so as not to give the driver the opportunity to guess who is leading them. The driver may have several attempts to guess. If one of the attempts is successful, then the person showing becomes the driver.

“Balance test.” Two teams of any size, with the simultaneous participation of boys and girls, are pitted against each other. Each participant must have an opponent against him, with whom he will compete in the ability to maintain balance. On command, everyone takes the following position: standing on one leg; the other is bent, the knee is moved slightly to the side and the heel is pressed against the knee of the supporting leg; hands on the belt. At the second signal, everyone closes their eyes and stands, trying not to disturb their balance. Whoever sways first and stands on two legs opens his eyes, and if he sees that his opponent, standing opposite, is still standing on one leg with his eyes closed, takes two steps back; if he sees that the opponent has lost and moved back, he remains standing in place. Judges control execution of this rule. The team with the most winners wins. You can continue the competition and reveal the absolute winner. To do this, you need to divide the winners of the first round in half and conduct a second test, and in the third round, line everyone up in one line and determine the three players who will be the last to stand on both legs.

“Japanese tags.” Everyone plays. The driver chases the rest of the players, and if he touches someone, he begins to drive. But it is more difficult for a new driver: he must run holding with his hand the part of the body that was touched by the one who touched him, be it the arm, head, shoulder, lower back, knee or elbow. So he must catch up and make fun of someone. If there are many players, choose two or even three drivers.

“A hare without a lair.” Children stand in pairs facing each other, raising their clasped hands up. These are “houses” or “hare’s lair”. Two drivers are selected - “hare” and “hunter”.

The hare must run away from the hunter, while he can hide in the house, that is, stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the hunter. If the hunter kills the hare, they change roles.

Children stand in a circle and walk in pairs. The hare runs away from the wolf. The hare gets up, takes his hand, the third runs away

"Hello". Everyone stands in a circle facing shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands and say: “Hello.” You can also say your name. Then they run on, trying to occupy free place in a circle. The one who is left without a place becomes the driver.

"Water". Goal: attention, honesty, knowing each other.

The driver sits in a circle with his eyes closed. The players move in a circle saying:

Watery, watery,

Why are you sitting under water?

Look out for a little bit

For one minute.

The circle stops. The “water man” gets up and, without opening his eyes, approaches one of the players. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but he cannot open his eyes. You can't touch your head. If the driver guesses right, he changes roles.

“To your flags.” Goal: honesty, attention to how you remember the color of your item.

Divide the children into teams. Give all teams an item different color. At the signal, everyone dances to the music. The music ends - everyone stops and closes their eyes. The captains approach the teacher, and he whispers how they should stand. The music turns on, everyone opens their eyes and looks for the captain with an object of their color.

Options: if the captain raises the object up with one hand, then the team lines up in a column, if to the side - in a line, if both hands are up - in a circle.

“Labyrinth”. Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (the ones on the side do not raise their arms). The hare runs through the maze without running under his arms. At the teacher’s command “to the right,” the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

“Human Alliance (Knot).” This exercise is designed to bring participants into agreement with each other and interaction. The group consists of 10-12 people. Participants are asked to stand in a circle, reach out and grab right hand with one person, and the left with another. They are then asked to untangle themselves without releasing their hands. Success depends on how the participants negotiate with each other. Participants then discuss how they come to agreement on real life how important these agreements are.

"Moonball" A wonderful game for one team that develops coordination, quick reaction and sociability.

Place your group on the basketball court or any field. To play, use a well-inflated beach ball. The group's task is to keep the ball in the air for as long as possible (while hitting it, of course), and not let it fall to the ground. Depending on the group, set a goal of 30-100 hits, this figure can be increased if necessary. Tension and hope increase with each “world record” set.

Some rules:

1. A player does not have the right to hit the ball twice in a row.

2. Score one point for each kick and two points for each kick.

Isn't it too difficult? “Moonball” - popular game for all ages because it is very easy to understand, does not require much experience and involves everyone's participation. Since you're standing in a circle hitting the ball, there's no doubt where everyone's eyes are focused - the ball, of course. Since everyone is focused on the ball, good and bad shots are not attributed to anyone and the game continues.

A beach ball gives you an outlet for your imagination, think about what else you can do with a brightly colored one like balloon, the ball, besides how to pass or throw it? After you've tried the base game, play one of its variants.

Ask the group, after the basic 37 hits of the ball, to demonstrate how many times the group can hit the ball so that everyone takes turns hitting: 1. Without letting the ball hit the ground or 2. Without letting the players pass. Or watch how quickly the ball passes from one player to another in turn, that is, through the entire group. If the ball touches the ground, give a time penalty - say 5 seconds. The ball must be hit, not passed. Make this game permanent and record greatest number blows (only with hands) for one minute. Count only those shots that were not preceded by the ball falling. Let the players decide how to position themselves to achieve the best results.

“Tanyapetrkolyastanislavmaria.” This game does not involve any special actions: it is just fun. This game can be classified as an impulsive genre. Stand in a circle. Take a stopwatch and tell the players that this is a timed game. Say your name and start the stopwatch. The player next to you (on either side) says their name and so on, as quickly as possible, until everyone in the circle has said their name. As soon as the last player calls his name, turn off the stopwatch. This game is best played in large group, but even in a small group you can have a lot of fun. Please note. How much faster do players pronounce names after several attempts? If the group is small, you can repeat the names in a circle 2 or 3 times. As a variation of the game, call names in both directions at the same time. This game is not used for dating.

"Pulse". Ask a group of 8-10 people to stand in a circle and hold hands. The circle should be as wide as possible, but the hands should not open. While you explain the rules of the game, stand in a circle. The essence of the game is to transmit an impulse along a chain, i.e. you squeeze the hand of a player standing to your right or left and, if everything is done correctly, the impulse will pass from one player to another until it reaches the initiator, i.e. up to you. You can also send an impulse in two directions: to the right and to the left. Game option: transmit the impulse with your eyes closed (everyone's eyes are closed except the player sending the impulse). Observe and describe the effect that occurs when a pulse is transferred quickly and accurately. However, accuracy is not as important here as entertainment and fun. Depending on your group, the “Impulse” described above may or may not work (if students want it to work, it will work). After you've broken the ice by getting the group to join hands. Try to achieve more by giving them “Impulse II”.

"Impulse II". Standing in a circle and holding hands, players (10-50 people) try to convey momentum by squeezing their hand as quickly as possible - this is a game against the clock. Try playing the game this way first, and then close your eyes and compare the time. Now, ask one of the students to send a pulse in two directions. See if the impulses can intersect and continue their course further? According to the principle of impulse, you can transmit anything: for example, a sound or a word.

“Balance with a brush.” This is an incredibly fun exercise, but it also results in improved relationships between students and a willingness to look stupid in front of others. How many kids miss available learning situations just because they don't want to look stupid in front of their friends. Conduct: Have students hold the brush vertically with the handle directly above their head and have them look at the highest point of the brush. Ask students to turn around 15 times, then lower the brush to the floor and step on it. During the rotation, the student must keep his eyes open and look at the end of the brush, which must be held vertically with his arm extended. Most participants will fall before completing the rotation, and the rest will have great difficulty stepping on the brush handle. The merits of the exercise are that: 1. It is the very exercise that most people find difficult to complete and thus they demonstrate their inability to do it in front of everyone. Potentially negative exposure reduces their normal sensitivity to failure because the task itself is funny and the group , absorbed in the cheerful moment, laughing, supports any effort, no matter how stupid and ridiculous it is. 2. Successful execution does require concentration and concerted effort. Most people can control dizziness.

This exercise can also be done in pairs. If you are having difficulty getting one person involved, let them know that this exercise can be done in pairs. Let one hold the brush on his head, while the other puts his hands on the shoulders of the first and together they begin to rotate, looking at the brush. Then they step on the brush together. Use helpers.

Since the impact on the middle ear causes participants to lose orientation, it is necessary to use at least 4 assistants (standing from the north, south, west and east) for each person performing the exercise. One of the assistants watches the brush (ready to fall at any moment), and the rest watch the movements of the spinning participant - each assistant is aware of his responsibility for preventing his comrade from falling. Have 2-3 participants perform this trick in front of the whole group. Then divide the class into small groups: participants and helpers. This is a good and interesting exercise, but if used too often, it turns into a boring, tedious and useless pastime. Caution: remember, dizziness can cause an epileptic seizure. Warn students about this and do not insist on doing the exercise if one of the participants is afraid that the rotation may cause nausea.

“Earth, water, fire, air.” For this folk Armenian game you will need a ball. Everyone stands in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of four words: “earth”, “water”, “air”, fire.” If the presenter said “ground,” the one who caught the ball must quickly name a domestic or wild animal; to the word “water” the player responds with the name of a fish; for the word “air” - the name of the bird. When you hear the word “fire,” everyone should quickly turn around in a circle several times, waving their arms. The ball is then returned to the leader. Those who fail to respond correctly to the leader’s words leave the game.

“Burners.” 15-25 people play on the lawn, summer area at least 20-30 m. Participants, divided into pairs, join hands. Couples form a line behind each other. The driver stands in front, 3-5 m from the first pair. Everyone says in unison:

Burn, burn clearly.

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky,” he looks up. At this time, the last pope separates his hands and walks forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching them with his hand before they hold hands again. Whoever the “burner” catches becomes the pair at the front of the line. The remaining one drives. If the “burner” doesn’t catch anyone, he “burns” again and catches the next pair.

The “burner” has no right to look back and spy. Otherwise, the pair preparing to run may exchange turns with another.

No one should start running before the word “ringing” is heard.

The “burner” can catch those running only as long as they join hands.

“Name a synonym.” The players stand in a circle. The presenter takes turns throwing a ball to them and at the same time calling, say, some kind of adjective. The player who got the ball must name the synonym and throw the ball to the leader. The game “Name the antonym!” is built in exactly the same way.

"Seine". Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible. If the “fish” is caught, then it joins the drivers and becomes part of the “net”.

“Traps”. Four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. Everyone else joins hands, forming a chain. They must move through traps. When the leader claps, the traps “slam shut,” that is, the traps lower their arms. Those who are caught in a trap form pairs and also become traps.

Golden Gate

They don't always let you in

First time - goodbye

Second time - prohibited

And the third time we won’t let you through.

The rest run in a chain under their arms in a circle. (the circle can move)

"Invitation". One driver in a circle. He dances to the music and invites others to follow him. Everyone repeats after him. The music ends - everyone stands in a circle. The one who didn't have time is the one who drives.

“Lady Ley.” Children in a circle. 1 couple dancing inside. Cotton. The dancing couple separates and invites a new partner, etc. The dance ends until all the players dance with each other. It is forbidden to dance with the same partner repeatedly. Children forming a circle can move in place according to the music.

“Winks.” Everyone stands in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He must look into the eyes of one of the first line players and wink. The one who was winked runs from his place and stands behind the driver. But he may not succeed, because the second line player closely monitors the driver and if he sees that his partner has been winked, he can hold him back. If he managed to do this, the driver is forced to wink again until his wink ends effectively. If the second line player did not react in time and did not have time to grab the first player, he becomes the driver.

“Atoms and Molecules.” All the players move randomly around the playing area, at this moment they are all “atoms”. In a molecule there may be and 2, and 3, and 5 atoms. Players playing at the leader’s command will need to create a “molecule,” that is, grab each other. If the leader says: “The reaction proceeds in threes,” then 3 players engage, etc. The signal for the molecules to break up again into individual atoms is the leader’s commands: “The reaction is over.” The signal for temporarily withdrawn players to return to the game is the command: 4 “The reaction goes one at a time.”

"Call". Lines of “cities” are drawn on two opposite sides of the court, the players are divided into two teams and captains are chosen. Each team lines up behind their city line, facing the middle of the court. The team captain who starts the game sends any player to the other team's city. Its participants extend their right arms forward, bent at the elbows, palms up. The sent player touches the palm of one or the palms of two or three players three times in succession, saying: “One, two, three!” after the third touch, he runs back to his city, and the one he touched for the third time rushes after him, trying to catch (trash) the caller. If he catches, the caller is captured and stands at the back of his head. If he doesn't catch him, he goes into captivity himself. The captain of the other team then sends his player to the challenge. The sent player must challenge an opponent who is weaker or equal in running speed. If he is a strong runner, he can help out a captured player of his team. To do this, he calls a player with a prisoner behind him. If the summoned one does not catch up with him, he is captured, and his captive also returns to his team. If the summoned one catches up with the enemy, then he will already have two prisoners. The team with the most prisoners wins. Usually the captain also participates in the game, and if he is captured, another player replaces him. They try to help out the captain at all costs.

“Circle hunt”. Having split into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposing team standing in front of him. Then, at the leader’s signal, the players standing in circles begin to move with side steps in different directions. At the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player in front. The presenter counts to thirty, then says: “Stop!” - and counts those who have been greasy. Then the teams change roles.

"Chase". The game involves two teams. By lot, one is lined up behind the starting line, and the second is a few meters behind. At a distance of 20 m behind the start line, a second line is drawn, on which flags are placed at intervals of 1.5-2 m. A small ball is placed 2 m from each flag. At the leader’s signal, the players of both teams run forward. The players of the first team go around the flags and rush to the finish line, the players of the second team, bypassing the flags, grab the balls lying behind them and try to hit the runners with them. For each hit you get a point. After this, the teams change roles.

“Tag on one leg. A driver is appointed - a salka, everyone else is freely placed on the site. Salka, jumping on one leg, tries to catch up and annoy the players, and they, also jumping on one leg, dodge. If the tag catches up and touches the player, they change roles. From time to time you can change the leg on which you jump, but switching to running is prohibited.

“Talking in pairs.” There are two drivers who hold hands, just like the players.

“The wolf in the ditch.” Two moats are being drawn in the middle of the playground parallel lines 50-60cm wide. There are two leading wolves in the ditch. The rest of the playing goats are on one side of the ditch. At the leader’s signal, the goats try to cross the ditch to get to the other side of the area in the pasture. Wolves can only catch goats while in a ditch (while the goats are jumping or when they are near the ditch). A goat that runs to the ditch, but is afraid of the wolf and does not jump within three seconds, is considered caught. The greasy ones step aside, they are counted, and they join the game again. Each time the leader gives a signal for the goats to start going out to pasture. After running two or three times, new wolves are selected and the game is repeated. The winners are goats that have never been caught, and wolves that have caught greatest number goats

"Fishing rod". The players stand in a circle. In the middle there is a driver with a rope, at the end of which a bag of sand is tied. At the command of the leader, the driver begins to circle the rope with the bag above the ground so that the bag constantly touches the ground. The players jump over the rope when it comes to their feet, trying not to touch it. The one who hits becomes the driver.

"Leapfrog". Two teams compete in a running race, jumping over a partner who stands with his head bowed forward and his hands on his hips. The numbers at the back start. As soon as the last one in the column jumps over the last one, he runs forward and also jumps, etc. The distance is arbitrary.

Development of Prototype in the Uncategorized section and published on March 15th, 2015
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Summer holiday camps, tourist rallies for children, creative meetings, seminars and team building for adults begin with sports and entertainment events that are aimed at getting to know each other and liberating the participants. For younger children, these are most often games in a circle, ideas with songs or rhymes; for teenagers and adults - more varied games, the purpose of which is not so much to directly pronounce names, but to bring together and unite the formed team.

Proposed dating games for children and adults fun and unusual, you need to choose them in accordance with the place and age of the participants. By the way, many of them will fit perfectly into the program festive events, where an unfamiliar company gathered.

1. Dating game "Kaleidoscope of names."

This game as a tool for getting to know each other can be used not only at children's parties, but also during the start of children's associations, teams, squads in camps, teams at seminars.

The presenter says:

“To find out the names, I will name the letters.

Whose name starts with this letter?

He gets up and introduces himself

The letter "A" begins!

Those whose names begin with “A” stand up:

Thank you! The letter "B" continues!

Those whose names begin with this letter rise.

Let's turn to the letter "B"!

Participants with names starting with “B” are introduced, etc.

The game should be played at an intense rhythm so that it does not turn into a tedious undertaking.

Bouncers

Equipment: Volleyball.

Game description: The playing field, 8-10 meters long, is outlined on both sides by lines, behind which there are bouncers (drivers), their task is to knock the players off the field with the ball, the ball is served alternately from one bouncer to another.

Potato

Equipment: Volleyball.

Game description: The players, standing in a circle, throw the ball to each other (catch or hit, as in the game “volleyball”), the one who misses or drops the ball becomes a “potato” - he squats in a circle and can be hit with the ball. If the ball falls to the ground after hitting the “potato”, then it is not considered missed and the game is resumed; if the “potato” manages to catch the ball (like a “candle”), then the one who lost the ball becomes the “potato”, and the rest of the players leave the circle.

The goose was flying

Game description: Participants stand in a circle, stretch out their arms, while keeping their palms vertical, placing their right palm on left palm neighbor on the right. All players take turns pronouncing one word from the counting rhyme, and for each word they make a move - clap the left hand of the neighbor on the left. “Flying, goose, screaming, getting married.” - "On whom?" - "On you". - "How many times?" - number; or: “A crow flew-in-blue-pants-read-a-newspaper-numbered” - number; or: “The-dragons-fly-ate-donuts-how-many-donuts-did-the-dragons-ate?” - number. The player calls any number out loud and clap. The claps are counted out loud one by one. The task of the player on whom the named number “falls” is to quickly remove his hand from under the clap. Those who do not have time are eliminated.

I know five names

Equipment: Ball.

Game description: They hit the ground with a ball (palm), with each strike pronouncing another word: “I know five names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three, Sonya - four , Ira - five, I know five..."If a player makes a mistake or makes a long pause, the ball passes to another player, when the ball makes a circle and returns to the player, the game for that player resumes from the place where it was interrupted (as this done in the “classics”), while it is better to agree in advance in what order the items will be named.

Steps

Game description: A circle with a diameter of 1.5-2 m is drawn, into which all participants are placed. The driver throws the ball as high as possible, and everyone runs as far as possible from the circle. Having caught the ball, the driver shouts “stop”, selects a “victim” and assigns the number of steps to it (the steps can be very diverse and vary different quantities, for example, two “giants” and “five “Lilliputians”).

If the driver, after completing the prescribed steps, manages to touch the driver, then the “victim” becomes the driver. The names of some steps: “giants” - large steps in a jump, “midgets” - a half-foot step, “thread” - from toe to toe, “ducklings” - squatting, “umbrellas” - a jump with a flip, “bunny” - a jump - legs together. The rest you can come up with yourself.

The sea is agitated...

Game description: The driver stands with his back to the players, who depict various figures in motion, and says the words: “The sea is worried - one, the sea is worried - two, the sea is worried - three, sea figure, freeze in place.” Then he turns around. The one who did not have time to freeze or moved first becomes the driver.

Fanta

Game description: Players collect one of each item, which is put into a bag. After which one player is blindfolded; the presenter pulls out things one by one, and the blindfolded player comes up with a task for the pulled out thing, the owner of which must complete it.

The tasks can be very different: sing a song, dance, etc. Only your imagination can limit your choice.

Kiss-scat

Game description: The driver stands with his back to the players. The presenter points with his hand at any player of the opposite sex (in relation to the driver) and says “kitty”. If the driver answers “shoot,” then the leader points to the other player, asking the same question.

If the answer is “meow,” then the host asks what this player should do together with the driver (or invites the driver to draw a task from the hat). The couple completes the task. For example: he dances, sings, depicts a famous monument, draws a tied pair of legs, etc. Next, the driver joins the players, and the called player becomes the driver.

Fishing rod

Game description: A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver. All players stand around the “fisherman” no further than the length of the rope. The “fisherman” begins to spin the “fishing rod”, trying to touch the feet of the players with it. The “fish” must protect themselves from the “fishing rod” by jumping over it. To prevent the “fish” from interfering with each other, there should be a distance of about half a meter between them. The “fish” should not leave their places. If the “fisherman” managed to catch the “fish”, i.e. touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”. Two conditions must be met: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10-20 cm.

Tea-tea, help me out

Description: There is a driver (or several) who stains the participants. The person he stained stands up and begins to say: “Tea-tea-help out!” Uncaught players try to help out a friend by trying to touch him. If this succeeds, then the embattled player is released and is back in Ife. The point is to catch everyone.

12 sticks

Game description: For this game you need a board and 12 sticks. The board is placed on a flat stone or small log to create something like a swing. All the players gather around this “swing”. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide. When the sticks are collected and placed on the board, the driver goes to look for the hidden ones. The found player is eliminated from the game. Any of the hidden players can sneak up to the “swing” unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players are found and the driver manages to keep his sticks. The last player found becomes the driver.

Children's play is not only an excellent means of entertaining a child, but also a very important method of teaching and developing a child. In play, children learn something new, learn new skills, and acquire new skills. Outdoor games are designed to physically develop children. It’s these kinds of games that we’ll talk about now.

About the choice

When choosing mobile ones, you should approach this wisely. So, several very important factors must be taken into account.

  1. Age of players. Yes, children younger age you need to select games of less complexity, older ones - more. However, it is worth remembering that any elements of the game, even if they do not correspond to the age of the participants, are often perceived without problems or complaints (i.e., seventh graders, just like kids, will clap their hands with pleasure, but they certainly will not imitate bees accompanied by cute children's songs).
  2. Room. So, when choosing a game, it is very important to decide where all this will take place. Some games are only suitable for playing indoors, some - outdoors.
  3. Inventory. When preparing interesting outdoor games for children, it is important to take into account that some of them may require special equipment - skittles, balls, hoops, etc. You will need to stock up on these things in advance.

Preparation

Having selected fun outdoor games for children, the camp counselor must be able to competently explain the rules so that it is clear to all participants. So, an adult can stand facing the children (therefore, it is best to place the children in a semicircle). The explanation itself should be clear, concise, understandable to everyone (for this you do not need to use specific words or terms, it must be told in a language accessible to children). If the rules are very complex, before starting the game you can conduct a short rehearsal, which will clearly show and explain to the children all the nuances. Another very important point: choice of driver for entertainment. The main player should be cheerful, active, and “infect” those around him with the game. Therefore, it is good if the driver is active cheerful child. However, it often happens that during the game the drivers change. In this case, in order not to offend anyone, it is best to resort to a little counting rhyme. Example:

One two three four five,
We're going for a walk with you.
One two Three
You will be the driver in the game!

Whoever the counting finger lands on at the very end should be the one leading at the moment.

Game "Treasure Hunt"

So, we choose the most exciting outdoor games for children. At the camp you can organize a game called “Treasure Hunt”. All children will definitely like this, regardless of age. Equipment you will need: pointers (signs), you can also stock up on a small shovel (if the treasure is buried). So, if you want to entertain younger children with this game, there should be no more than 10 signs, but if the participants are older or high school, there can be many more signs. The essence of the event is that players, divided into teams, need to find a previously hidden treasure (this could be a toy, candy, etc.). And to do this, you will need to follow the signs and, perhaps, even complete small tasks in order to find the next sign. The winning team receives a hidden treasure as a prize.

Game "Hide and Seek"

What other outdoor games are there for children? You can also play hide and seek at the camp, why not? So, this game is best played outdoors. It will take one child to look for everyone. To do this, he closes his eyes and slowly recites the following little count: “I count to five, but I can’t count to ten. One, two, three, four, five, I'm going to look. Ready or not, here I come!" While the counting is being said, the other children must find a secluded place where the driver will not find them. If the main player finds someone, he must be the first to run to the place where the counting rhyme was said and knock on him. And so on until the last player. Whoever is found last wins.

Game "Keeping Eye"

We look further at fun outdoor games for children. So, you can offer the guys a game called “ Keen Eye" However, this requires an area where children can hide. For example, behind the trees. In this case, the driver stands in the center of the clearing, other children hide behind the trunks. The essence of the entertainment is that you need to get as close as possible to the driver. To do this, you can move unnoticed, running from tree to tree. If the driver notices the player, he calls him by name. If the name is named correctly, the player joins the driver and helps him keep an eye on the other children, but if not, the participant simply will not respond. The person who will be closest to the driver at the end of the game will win.

Game "Find the cubes" (for kids)

What other movable ones are there? So, the little ones can be entertained with a game called “Find the Cubes.” First, the counselor must hide about a dozen cubes on the site. Players can be divided into two teams, and each participant can play for himself. The point: each child must find as many cubes as possible. Whoever has the maximum number of them is the winner.

Game "Fishing"

We look further at summer outdoor games for children. So, at the camp you can also play “Fishing”. To do this, you first need to draw a circle with a diameter of five meters on the asphalt, which will represent the sea. Two people are chosen as fishermen, who must hold hands at all times. At the command of the counselor, the fishermen run into the drawn water (drawn circle) and catch the fish (other children) - one after another. To do this, the hands of the participants must close around the caught fish. In this case, she goes over to the side of the fishermen, and the net is constantly growing. The goal of the game is to be the last fish left.

Game "Crocodile"

There are also active educational games for children. One of them is the well-known “Crocodile”. So, for this you need a leader who will constantly change. The counselor whispers a word in his ear, which he must show as clearly as possible. At the same time, you can’t say anything, you can only show it: with your whole body. Whoever guesses the word shown first becomes the leader. And so on. You can play this game endlessly, because... she doesn't get boring. It is suitable for children of middle and high school age.

Game "Wolf and Hares"

Next we choose outdoor games for children. You can also play “The Wolf and the Hares” at the camp. To do this, you need to draw a forest along the edge of the site where hares can hide. The wolf is a kind of leader. He stands in the center of the site and, at the command of the counselor, begins to catch all the hares that run from one forest to another, located on opposite side sites. If the wolf touches the hare, he stops in the same place and becomes the wolf's assistant. To do this, he simply spreads his arms and blocks the path of other runaway hares. When most of the hares are already helpers, the counselor announces that they all came to visit the wolf on the occasion of his birthday. Then the wolf is surrounded by children holding hands, singing songs to him, and the birthday boy dances.

Game "The Sea Is Troubled"

There are also active song games for children. However, some of them consist entirely of small quatrains, and some only partially. An example would be the well-known game “The Sea is Troubled.” So, a presenter is selected who will recite the following text: “The sea is worried - once! The sea is worried - two! The sea is worried - three! The sea figure is in place - freeze!” At this time, the children were dancing when it sounded the last word counting rhymes, they should freeze in the form of sea figures. The presenter must guess all the figures. Whose remains unsolved becomes the new leader.

Game "Owl"

The maximum number of people who can participate in this game is a large number of children. You will also need to choose a driver - an owl. When the counselor says “It’s day outside!”, all the children, who pretend to be birds or spider worms, jump, dance, and have fun. At this time the owl is sleeping. When the counselor says, “The night has come, the owl is going hunting!”, all the children freeze. The owl must find those who move or giggle. She takes these children outside the game, to her so-called nest.

Sport games

There are also outdoor games for 2 children. An example would be various entertainments that may require sports equipment. So, it could be badminton, where players must hit a shuttlecock with rackets. You can also kick the ball, trying to score it into the opponent's goal. As an option, the game “Hot Potato” for two: a couple of guys will simply throw the ball around until one of the players drops it.

Game "Fashion Designer"

For this game you will need several pairs of participants (boy-girl). So, each couple is given a roll toilet paper. The essence of the game: from this inventory, come up with and make the best costume for your partner. First, the boys create designer dresses on the girls, then the girls create fashionable tailcoats on the boys. The winner is the couple whose creativity surpasses the rest.

Game "Witch"

You can also offer the children a game called “Witch”. However, there is nothing terrible here. To play the game you will need a couple of participants who must run on a broom past the set obstacles without catching any. The winner is the one who does not knock down any obstacles with a broom or knocks down the least number of them. You can make small towns out of sand or cubes as barriers.

Game "Chauffeur"

To do this you will need the following equipment: glasses of water, trucks. Several participants are selected for the game. A rope must be tied to each machine, which will be wound around a stick. A glass of water is placed in the truck trailer. The goal of the game is to pull the machine towards you as quickly as possible by winding the rope, without spilling the water. The winner is the participant whose car not only gets there the fastest, but also who has the maximum amount of water left in his glass.

Game "Dancing"

Children, however, like most adults, love music very much. Why not have a game based on musical accompaniment? An excellent musical outdoor game for children is “Dancing”. To do this, participants are divided into pairs, preferably a boy and a girl. You need to put a newspaper under the feet of each of them. When the music starts, the couple dances on the newspaper without going beyond it. After the music stops, you need to fold the newspaper in half. Then everything, again, is done according to the above-described scenario. The winner will be the couple who can dance on the smallest piece of newspaper without going beyond its boundaries. In this case, it is easy to set very different rules: you can be allowed to take your partners in your arms, you can not allow it, etc.

Robot game

This game is suitable for two participants. One of them will be a robot, the other a tester. First, the tester in the room (class) must hide an item that the robot must find. In this case, the tester uses the following words to command the robot: “forward”, “backward”, “right”, “left”, etc. The game ends when the robot finds the hidden thing.

Competitions

You can also pick up various movable ones. One of them is “Boxing”. So, for this you will need two people who will be boxers, as well as two inflatable balls, which are given to each player. The essence of the game: you need to engage in battle not with your hands, but with balls. The winner is the player who keeps his ball in three rounds: does not burst it, does not let it go out of his hands. Another cheerful and pretty good competition for children: the team needs from full basket transfer the apples to an empty one. Whichever team has the most apples wins. The prize for the winners is the same apples.



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