Outdoor games in kindergarten material on physical education (junior, middle, senior, preparatory group) on the topic

Greetings to my regular readers and casual blog visitors. Tatyana Sukhikh is with you. Do you want to know what today's topic is? Yes, these are outdoor games for physical education. It will be of interest to educators, teachers, and especially to physical education instructors in preschools.

Games are a natural companion in children's lives and a source of joyful, unforgettable emotions. They have a powerful force in raising children. Children's participation in them increases the level of physical and moral development.

Literature

Using the following literature, you can find a lot of useful information about holding games in kindergartens and primary schools.

  1. The Uchmag website offers information on various types of physical exercises in an extended-day elementary school group.
  2. And here you can purchase a coupon that gives you the right to participate in a webinar about the game as a method of physical education for children.
  3. You can find a useful event about the features of organizing fun and games on this page.
  4. You can learn about the physical development of five- and seven-year-old children and physical education activities here.
  5. And here is the most interesting summary and here is a card index of entertainment for preschoolers.

Methodology for conducting outdoor games

METHODOLOGY FOR CONDUCTING OUTDOOR GAMES at school
1. Choice of game
The choice of game, first of all, depends on the task assigned to the lesson.
When determining it, the leader takes into account the age characteristics of the children, their development, physical fitness, the number of children and the conditions of the game. From 3 to 300 people can participate in outdoor games. When choosing a game, you need to take into account the form of the activity (lesson, recess, squad activity, holiday, walk). If time is limited during class and recess, then walking time is not limited; the tasks and content of games during recess are different from those in the lesson; The festival mainly uses mass games, in which children of different ages and abilities can take part. The choice of game directly depends on the location where it is played. In a small hall or corridor, games are played with a linear formation, games in which participants take turns. During walks and excursions outside the city, local games are used. When playing outdoors, it is necessary to take into account the weather conditions. If the air temperature is low, then all participants must act actively; in hot weather it is better to use sedentary games in which participants perform the game task one by one. The choice of game also depends on the availability of benefits; due to their absence and unsuccessful replacement, the game may not take place 2. Preparing the place for the game
To play games outdoors, you must choose a flat green area, it is best to make it rectangular, at least 8 m wide and at least 12 m long. It is advisable that There were benches located at a distance of 2 m from the field.
In winter, the play area must be cleared of snow and surrounded by a snow bank or an ice path that can be used for skating. When playing games indoors, it is necessary to ensure that there are no foreign objects in the room that interfere with the movement of the players. Window glass and lamps should be covered with nets. Before playing games, the room must be ventilated and the floor wiped with a damp cloth. Before holding games on the ground, the manager must become thoroughly familiar with the area in advance and outline the boundaries for the game. 3.Explanation of the game
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The success of a game largely depends on its explanation. When starting an explanation, the leader must clearly imagine the whole game. The story should be short. The exception is games in the lower grades, which can be explained in a fabulous, exciting way. The story must be logical. It is recommended to adhere to the following presentation plan: 1) the name of the game; 2) the role of the players and their location; 3) progress of the game; 4) the goal of the game; 5) rules of the game. The story should not be monotonous. Complex terms should not be used in the story. New concepts, new words need to be explained. For better understanding of the game, it is recommended to accompany the story with a demonstration. It may be incomplete or complete. When explaining, it is necessary to take into account the mood of the students. Noticing that their attention has waned, the leader should shorten the explanation or revive it. The content of the game is explained in detail only when the participants play it for the first time; when repeating the game, only the main content should be recalled. 4.Distribution into teams.
The players are distributed at the discretion of the leader in cases where it is necessary to create teams of equal strength (when conducting complex sports games).
The players are divided into teams by calculation: they stand in a line, counting on the first or second; The first numbers will make up one team, the second – another. This is the fastest method and is most often used in physical education lessons. But with this method of division, the teams are not always equal in strength. Separation by figure marching or calculation of the driving column. There should be as many people in each row as the number of teams required for the game. The composition of teams in this method is random and often unequal in strength. · Distribution into teams by conspiracy. Children choose a captain, split into pairs, agree who will be who, and the captains choose them by name. With this distribution, the teams are almost always equal in strength. It can only be used in cases where the game is not limited in time. · Distribution by appointment of captains. Children choose 2 captains, who take turns choosing players for their team. This method is quite fast, and the teams are equal in strength. The negative side is that captains are reluctant to take on weak players, which often leads to resentment and quarrels. · Permanent teams can be not only for sports games, but also for complex outdoor games and relay races. 5.Selection of team captains.
Captains are direct assistants to managers.
They organize and accommodate the participants, distribute them among their strengths and are responsible for the discipline of the players during the game. Captains are chosen by the players themselves or appointed by the leader. When the players choose the captain. They learn to appreciate each other and, by expressing trust in their comrade, encourage him to take greater responsibility. If the players are not well organized or do not know each other well, then the commander is appointed by the leader. Sometimes he appoints passive players as captains, thereby helping to develop the necessary character traits. In permanent teams, captains are periodically re-elected. 6. Identification of drivers
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It is advisable to have as many children as possible in the role of water. Drivers can be identified in different ways: · By appointment of the leader. The leader appoints a driver, taking into account his role in the game. The advantage of this method is that the most suitable driver is quickly selected. But at the same time, the initiative of the players is suppressed. The leader appoints a driver in cases where the children do not know each other. When making an appointment, the manager must briefly explain his choice. · By lot. By calculation, throwing and other methods. They often use the method of counting, throwing - the one who throws the farthest stick, stone, ball, etc. leads. This method takes a lot of time. · At the choice of the players. This method is good from a pedagogical point of view; it allows you to identify the most worthy presenters. It is good to set a priority in choosing a leader so that each participant plays this role. This helps develop organizational skills and activity. · Based on the results of previous games. Participants must be informed about this in advance so that they strive to demonstrate the necessary qualities in the game. The listed methods of choosing drivers should be alternated depending on the task at hand, the conditions of the lesson, the nature and number of players and their mood. 7. Dosage during the game.
In outdoor games, it is difficult to take into account the capabilities of each participant and his physical condition at a given time.
Therefore, excessive muscle tension is not recommended. It is necessary to ensure optimal loads. Intense exercise should be alternated with rest. When starting to conduct it, it is necessary to take into account the nature of the previous activity and the mood of the children (after great physical or mental effort - play with less intensity). It must be taken into account that as the emotional state of the players increases, the load in the game increases. Players, captivated by the game, lose their sense of proportion, wanting to outdo each other, do not calculate their capabilities and overexert themselves. It is necessary to teach children to control and regulate their actions in the game. The workload for younger students should be increased more gradually than for older ones. Sometimes it is necessary to interrupt the game, although the players have not yet felt the need for rest. You can take short breaks, using them to analyze mistakes, count points, clarify rules, shorten distances, and reduce the number of repetitions. You can increase the mobility of game participants by adding obstacles and increasing distances. It is desirable that all players receive approximately the same load. Therefore, losers can only be removed from the game for a very short time. The duration of the game played outdoors also depends on weather conditions. In outdoor winter games, participants must perform intensive movements without breaks. Players should not be given heavy loads followed by rest, so as not to cause perspiration and then rapid cooling. Winter games should be short-term. The direction in the game depends on the size of the area, and the larger it is, the more directions the participants receive. GAMES Sports is entering a stage of development when the growth of achievements is associated with the search for uniquely talented athletes, the careful cultivation of their abilities throughout many years of preparation, and the fine polishing of their skills based on the data of modern science. Thus, sports science is a natural result of many years of analytical and cognitive activity and generalizing research in the field of sports training and competition. An analysis of the content and structure of sports science indicates that its purpose is to understand the phenomena of sports and sports activities, united in the central discipline - the theory and practice of sports. And only a highly qualified specialist, a coach-scientist, can train an athlete who is ready to climb to the sports Olympus. 1. Get an apple Additional: basins, apples To play, you need a large basin of water. Several apples are thrown into the basin, and then the player kneels in front of the basin, holding his hands behind his back, and tries to catch the apple with his teeth and remove it from the water. 2. Find a place Additional: stick, chairs Place chairs (in a row, in a circle, etc.). The driver takes a long stick and begins to walk around those sitting on chairs. If he hits the floor with a stick near someone, then this player must get up from his chair and follow the driver. So the driver walks around the chairs, knocking here and there, and then a whole retinue follows him. The driver begins to move away from the chairs, walks in circles, like a snake; the rest repeat everything after him. Suddenly, at a moment unexpected for everyone, the driver knocks on the floor twice. This is a signal for everyone to immediately take their seats on the chairs. And this is not so easy now, since the chairs face in different directions. The driver himself tries to be one of the first to take a seat. Now the one who didn’t get a seat drives. 3. Crush your opponent's balloon Optional: balloons Participants are given one inflated balloon, which they tie to their left leg. With your right foot you need to crush your opponent’s ball. 4 Playing for a prize on the count of “three” Additionally: the Participant’s chairs are facing each other - there is a prize on the chair in front of them. The leader counts: one, two, three...one hundred, one, two, three....eleven, one, two, thirty...twenty, etc. The winner is the one who is more attentive and the first to take the prize when the presenter says three. 5. Skittles Additionally: skittles, chairs The player stands in front of the chair with the pin, walks 8-10 steps forward, and stops. Then he is blindfolded, asked to turn around himself once or twice, walk the same number of steps back to the chair and, raising his hand, lower it onto the pin. The person who completes the task receives a prize. 6. Cap on cap Additional: paper caps, thread Glue one large cap and several small ones - preferably multi-colored. Small caps are hung on a strong thread. The players take turns putting on a large cap and blindfolding them. You need to turn around your axis three times, sit down and, straightening up, hit the small cap with the large cap. 7. Agile head Additionally: caps, needles, balloons. Participants in the competition are given caps with needles at the ends. It is necessary to burst as many balloons as quickly as possible with a needle. 8. Butterfly Additionally: nets, balloons Participants receive a large net on a long stick and a balloon. The players’ task is to catch their opponent in the net as quickly as possible, trying not to “lose” the ball. 9. Put on the cap Additional: paper caps, sticks The paper cap, located on a long stick, must be placed on the opponent’s head. The participants try to “fool” each other as quickly as possible. 10. Marathon Additionally: tennis ball, syringes Using an ordinary syringe, you need to carry a tennis ball along the entire distance of the “marathon”, trying to get to the finish line faster. 11. Diver Additionally: fins, binoculars Players are invited to wear fins and look through the binoculars from the back side and follow a given route. 12. Pass the hat Additional: hats All participants stand in two circles - inner and outer. One player has a hat on his head, he needs to pass it around in his circle, there is only one condition - pass the hat from head to head without touching it with your hands. The team with the number one player back in the cap wins. 13. Who is the most dexterous? Optional: toys Place the figures on the floor. Everyone walks in a circle to the music behind the leader and, when the whistle blows or when the music stops, they must grab the figurine. Whoever doesn't get it leaves the game. The number of figures decreases by one each time. 14 Bite off the apple Optional: apples The apple is tied by the stem and hung. Participants approach the apple one at a time and try to bite it, holding their hands behind their backs. And this is difficult to do. 15. Fast water carriers Additional: bowls, spoons, chairs Two players participate. On two chairs there is a bowl of water and one spoon each. A few steps away there are two more chairs, and on them an empty glass. Whoever fills the empty glass first wins. 16. Rope Additional: chairs, rope Two chairs are placed with their backs facing each other, a rope is pulled under them. At the leader's command, two participants walk around their chairs. On command, everyone sits down on their own chair and pulls the string out from under it. The game is played up to three times. Whoever wins twice gets a prize. 17. Train Number of participants: any (more than 4) Additional: no This game is interesting for both adults and children. First, a leader is chosen. Then they determine the distance for the “trains” and create various obstacles from overturned chairs, towns, and pins. Next, they determine who will “manage” the “railroad,” and the managers, in turn, must evaluate the skill of the “driver.” The guys are divided into two teams. In each of them, players must choose the “driver” of the “locomotive”, the rest become “cars”. The “drivers” stand in front, and the (“carriage”) participants line up behind them in a chain, holding each other by the waist. At the signal from the leader, the “trains” must set off, and the “driver” must choose such a speed as to simultaneously overcome all obstacles without losing a single “train” and overtake the “train” competing with him. The winner is the “engine driver” who was able to more successfully navigate his “locomotive” along the difficult distance. He subsequently becomes the leader. The duration of the game and the number of players are not limited. 18. Fishing Number of participants: any Additional: no Boys are often more interested in fishing than girls, but this game will certainly be interesting to both. First of all, you need to choose two presenters for the role of “Fishermen”. The remaining participants in the game are “fish”. “Fishermen” must catch “fish” holding hands. The “fish” is considered caught only if the “fishermen” manage to surround it by closing their hands around it. Those “fish” that are caught in the net join the “fishermen”. In other words, the number of “fishermen” is growing, and thus a whole “Net” is gradually obtained; now the “fish” are caught with this “net”. The last two players not caught are considered the winners. If the game is repeated, they start it as “fishermen”. The game time and number of players are not limited. 19.Sea World A “shark” is chosen from among the children. Everyone else becomes “fish”. Children play like tag, only whoever the shark touches becomes a helper. 20. Tangle Number of players: 5 or more people Players stand in a circle and join hands. Then they must, without letting go of their hands, become entangled in a ball. The presenter must unravel the tangle in which the players have become entangled. 21 The sea is rough Any number of players can take part. The presenter turns away from the other participants and says: “The sea worries once, the sea worries two, the sea worries three, the sea figure freezes in place!” At this moment, players must freeze in the position in which they find themselves. Whoever moves first takes the place of the leader or gives away a forfeit. 22 Hares and carrots A circle with a diameter of 8-10 meters is drawn on the ground. Place 10 carrots or any other objects in a circle. The circle is a “garden”. A garden “Scarecrow” is selected that will catch hares. At the leader's signal, the hares can run into the circle and steal carrots, and the Scarecrow can catch the hares. The caught hare is eliminated from the game. But Scarecrow is allowed to catch hares only when they get into the garden; they cannot be caught outside the circle. 23. Get to know me Many children take part in the game. The leader is blindfolded and stands in the center of the circle. At the signal (clap) of the leader, the players begin to move in a circle. The repeated clap stops the movement. Now the presenter must point to one of the players and try to recognize him. He has the right to touch the player and, if he cannot guess, ask him to say something (pretend to be an animal - meow, squeak, bark, crow, etc.). If the leader does not recognize the child, he leads a second time. 24. Who is the presenter? The game must involve at least six players; one of the players leaves the room. At this time, the rest sit in a circle and choose a leader. The presenter makes simple movements, for example, clapping his hands, shaking his head, shaking his fists in the air, etc. The remaining players must repeat the leader's movements and perform new movements after him as quickly as possible. Now the player who went out the door returns and stands in the center of the circle. His job is to discover who is leading. This is not at all easy, because while he is looking at the leader, he will not make new movements. When a leader is found, he must leave the room and the players choose a new leader. 25. Herring in a Barrel This game is the opposite version of hide and seek. All players close their eyes and count to ten, and the leader runs away and hides. After some time, one of the players goes in search and, if he does not find the hidden one in one minute, is eliminated from the game. If he finds the leader, he hides with him. Then the next participant goes out in search of the leader and, if he finds those hiding, he hides with them, if not, he drops out. The game continues until everyone hides with the leader, like sardines in a barrel. The main thing is not to laugh and not give everyone away. 26. Wet chicken Additionally: “climb” Number of players: from 4. The leader is blindfolded. He has the right to only walk around the climbing frame; he is prohibited from climbing onto it. His task is to catch one of the players and identify who he caught. Players move along the “climb” and on the ground without moving further than one step from the “climb”, trying not to fall into the “paws” of the leader. The presenter has two saving phrases during the game. One has only to say to him: “Stop, earth!” and all players standing on the ground freeze and do not move. But after 5 seconds they can move again, and the leader can no longer use this phrase. He can also say: “Stop, moon!” and all players on the “climb”, as in the previous case, do not move for 5 seconds, the presenter also uses this phrase once per game. The caught player becomes a "wet chicken". 27.Notes Additionally: 2 sheets of paper and a pen. One sheet of paper is divided into ten parts (called notes), the other sheet is useful for the plan. So, on the first note, on one side we write “Note No. 1”, and on the other side we write the place where note No. 2 is located. It looks something like this: “Note #2 is hidden near a chair in the kitchen.” On note No. 2 we write where note No. 3 is located, on the third note we indicate the location of note No. 4. And so on, until the tenth. On the tenth note the place where the plan is located is written. A plan is a flight of your imagination. On the plan you draw possible places where your prize could be hidden. If it is a closet, then you draw a closet and use crosses to indicate the approximate hiding places. The more possible options there are, the more interesting it will be. Let's start the game. We hide all the notes (further away), the plan and the prize (in accordance with what we wrote on the notes, the main thing is not to get confused), invite the players and tell them the landmark where to look for the first note. The game has begun, the participants are keen on the search! The winner is the one who finds the prize. Alternatively, the person who finds the most notes also receives a reward for their speed and dexterity. 28. Burners The burner stands in front of the steam, with his back to the players, and says: Burn, burn clearly, so that it doesn’t go out. And one, and two, and three. Last couple, run! At the word “run,” the last couple standing runs around the column and stands in front. The driver must try to get ahead of one of the runners and take his place. The one who does not have enough space becomes the driver and “burns.” Instead of the words “last pair”, the driver can say: “fourth pair” or “second pair”. Therefore, everyone playing must be very attentive and remember where they stand in the column. 29. Bunny They choose a bunny and surround him in a round dance. The bunny looks as if to jump out of the circle. And the round dance goes around in a circle, singing: “Zainka, dance, Little Gray, jump.” Turn around, sideways, Turn around, sideways! There is a place for the hare to jump out, There is a place for the gray one to jump out!” The hare's task is to jump out of the circle. 30. Geese To play geese, two lines are drawn on the court at a distance of 10-15 meters from each other - two “houses”. In one there are geese, in the other - their owner. Between the “houses under the mountain” lives a “wolf” - a leader. The owner and the geese conduct a dialogue between themselves, known to everyone from early childhood: - Geese, geese! - Ha-ha-ga. - Do you want something to eat? - Yes Yes Yes. - So fly! - We are not allowed. The gray wolf under the mountain does not let us go home. After these words, the “geese” try to run over to the “master”, and the “wolf” catches them. The caught "goose" becomes a "wolf". 31. Pushers Number of players: at least two. Additionally: clubs. The game must be played on ice. Each player holds his stick with both hands and tries to push his opponent out of the circle. In the game, you are allowed to squat, jump to the side, deviate, unexpectedly push your opponent with your shoulder so that he loses his balance or ends up with at least one skate outside the circle. You need to skillfully calculate both the force of the push and the method of retreat. You can allow the opponent to perform a strong push once or twice, and the third time to step aside, then by inertia he will fly out of the circle. 32. Brush Number of players: any Additional: brush Several people stand in a close circle - shoulder to shoulder, and hold their hands behind their backs. One is holding an ordinary clothes brush. The one who drives is in the middle. The brush begins its journey in a circle, passed from hand to hand. The transmitters do not stand quietly, but continuously pretend to accept or pass the brush to their neighbor. While the driver is looking closely, the one who has the brush at the moment when he turns away can “clean” his back. If the driver suspects that someone is currently holding a brush, then he should say: “Hands!” - and point to the suspect. Everyone extends their hands forward. If the brush ends up with the person the driver pointed to, or with his neighbor (they usually manage to pass the brush to the neighbor), the one in whose hand the brush is in will drive. If it ends up in the hands of another participant in the game, the latter is given the opportunity to heartily “clean” the driver, after which the brush again goes for a walk in a circle. 33. Diamonds Number of players: any, but a multiple of 2 Additional: hat, pen, paper First, the players are counted to get an even number, divided into two teams. Afterwards, small pieces of paper (Rhombuses) are taken, “plus” or “minus” and a number from 100 to 100 * (N players / 2) are drawn on them. Then the diamonds are rolled into tubes and placed in a hat, the participants gather in a circle and one person throws the hat, everyone must grab one diamond. The diamonds are opened, but not shown to anyone, the pluses are one command, the minuses another. The “minuses” run away (they are given a head start of a couple of minutes), the “pluses” wait, then the game of catch-up begins, the task is to catch up (grab the hand) of a person from the other team with a lower value of all the diamonds he has. That is, if a player has +400 and he catches up with a person with -300, then he is obliged to give up the diamonds and the result will be +700. If he caught up with the one who has more diamonds, there is a chance to run away until he is grabbed by the hand. Diamonds could be transferred to another player from your team. 34. Both ways . Number of players: any The players are lined up and counted on the first and second numbers. The first numbers rotate 180 degrees. Then, have each player take the arm of their neighbors to the right and left. So what have we got? A tightly closed human chain, in which two groups are clearly distinguished, facing in opposite directions. A competition is arranged between them. Parallel to the formed living chain, five or six steps from it, two lines are drawn on one side and the other. Players take a stable position to start at the first signal. At the second signal, both teams rush forward, each team must drag the entire line to its side line. Of course, due to the fact that both teams are resisting each other, the result of the competition will not be determined immediately. The winning team is the one that forces at least one player from the other group to step over its sideline. Once this happens, the game is considered over. By repeating the game, you can swap some of your players. 35. Mousetrap Number of players: any Two stand opposite each other, join their hands and raise them higher. They both say in unison: “We are so tired of the mice, they gnawed everything, ate everything. We’ll set up a mousetrap and then we’ll catch the mice!” The task of the players while the presenters are saying the rhyme is to run under their clasped hands. But at the last words the presenters suddenly give up and one of the players is sure to be caught. The one who falls into the mousetrap joins the catchers. The mousetrap grows. The game continues until there is only one mouse left - the winner.

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Role of the game

Physical education of children

In games, children practice a variety of movements: jumping, running, climbing, catching, throwing, climbing. Many movements help to activate breathing, blood circulation and metabolic processes. They also have a beneficial effect on mental functioning. Games played in the fresh air are more healthy. Inspiring children with games mobilizes not only their physiological reserves, but also develops the efficiency of movements.

Play is an indispensable means of improving movement. It helps develop strength, speed, endurance, and coordination of movements. Since they do not fetter the will and freedom of the little ones, children feel relaxed in them. As a result of conducting outdoor games in kindergarten classes, children develop a positive attitude towards physical education.

Mental and moral education of children

In the process of such games, ideas, thinking, memory are activated, and imagination develops. They are accompanied by poems, songs, and counting rhymes. As a result, the little ones' vocabulary is replenished.

Such games are also indispensable for the moral education of children. They act in a team and obey collective demands. Following the rules of the game teaches children to develop will, develop endurance, self-control, and control actions and behavior. Thanks to outdoor games, children begin to make friends, help, and empathize with each other. Therefore, children really enjoy physical education classes.

The proposed games can be played in kindergarten, elementary school and just in the yard.
Prohibited movement

A group of children stands in a line, the leader stands in front of them and invites the participants to repeat all his movements, with the exception of what is prohibited in advance (for example, you cannot repeat clapping your hands).

The one who breaks the rules takes a step back or is eliminated from the game.

After explaining the rules, accompanied by music, counting or drill chants, the presenter makes different movements, and the participants repeat them. Suddenly he makes an illegal move, and whoever repeats it loses and is eliminated.

Participants should not stop moving if the leader suddenly stops (stops clapping or hopping on one leg).

Marine figure, freeze!

At the leader’s signal, the children scatter around the playground and actively move, depicting different figures. These can be objects or figures of athletes, animals, working people. The presenter slowly pronounces the following chant: “The sea worries once, the sea worries two, the sea worries three, sea figure, freeze!”

The driver gives the command “Freeze.” Participants must freeze and hold, without moving, in the position in which this word caught them. The presenter slowly walks between the figures, and if no one moves, he gives the command “Recover,” after which everything starts all over again. If someone moves, he becomes the leader. The presenter can also choose a replacement - the most expressive figure.

Owl

Children choose an owl and a leader. The place of the “owl” is in the nest, away from the site. You can outline it with chalk and mark it with a flag. The players are on the playground, and the owl is in the nest. The presenter gives a signal: “The day is coming, everything comes to life!” Children run around the playground, move actively, imitating the flight of butterflies, birds, depicting frogs, mice, bunnies and other animals. The owl carefully waits for the leader's sudden signal.

At the presenter’s signal, “Night is coming, everything freezes!” The players must freeze in the position in which the signal caught them. An owl comes out of its nest to hunt. Noticing the player moving, she takes him by the hand and leads him to her nest. In one flight from the nest, she can kill two or three forest dwellers at once. At the signal “The day is coming, everything comes to life!” the owl returns to its nest, and the players again frolic on the playground. After two or three flights of the owl to hunt, it is replaced by another player from those who have never been caught by it. The owl is prohibited from observing the same player for a long time, and caught players are prohibited from escaping.

Who said "meow"?

Children stand in a circle. They choose a leader and a puppy. The puppy stands in the middle of the circle and closes its eyes, sleeping.

The driver silently points to the player who will be the kitten. Then the children hold hands and lead a round dance, saying in chorus: “A fluffy cat ran into our cheerful round dance and, while the puppy was sleeping, he said loudly “meow.”

The word “meow” is pronounced only by a kitten. At the driver’s command “Look,” the puppy opens its eyes and guesses who said “meow.”

If he guesses correctly, he goes to his place, and the guessed kitten becomes a puppy. If he does not guess correctly the first time, he is given a second try. If he doesn’t guess correctly again, they choose another puppy.

Santa Clauses

On opposite sides of the site, at a distance of 15–20 m, parallel lines mark the house and school. On the side of the house beyond the line, all the players gather. Two Santa Clauses are chosen. They stand in the middle of the site between school and home and, turning to the children, say the following words: “He is Frost and I am Frost, Blue Nose and Red Nose, which of you is not afraid to set off on a path?” The children answer in chorus: “We are not afraid of Santa Claus, we are not afraid of threats!” - and run from home to school. The frosts hit the children running past, the frosty ones “freeze” at the same moment and remain standing in place.

Then Santa Clauses again turn to the children with the same words, and they now run from school to home. On the way, they can help out the “frozen” ones by touching them with their hand, after which the “unfrozen” ones join the others. After two races, new Morozovs are chosen from the ungreasy guys.

During the game, you need to count those who have been greasy. As a result, we can note the players who were never caught and the pair of Frosts who had the most caught. The rules of the game prohibit staying in the house or school, running away from the place where you were caught, and also stepping beyond the Frost line.

The Wolf and the Hare

Children choose a wolf and a hare, then stand in pairs, holding hands, facing each other in a circle. At the signal, the wolf begins to chase the hare, running around the outside of the circle. A wolf can stain a hare, then they immediately change roles. The hare can escape by breaking the pair (by running into the house). He is replaced by the one to whom he turned his back, breaking the couple. If there are a lot of players, you can create houses not from pairs, but from a larger number of people. The hare can run in any direction, but he is prohibited from running through the house.

sparrows

From among the players, a driver is chosen - a cat. All other players are little sparrows. A circle with a diameter of 5–6 m is drawn on the site. The cat sits in the circle, and the sparrows stand outside it. At the leader’s signal, the sparrows jump into and out of the circle. The cat catches the sparrows that have not jumped out of the circle. The caught sparrows remain in the circle. After the cat catches several sparrows, a new cat is selected from among the uncaught ones. Sparrows hop on one or two legs by agreement.

A sparrow that runs across the circle is considered caught.

Wolf and kids

It is necessary to draw two parallel lines at a distance of approximately 1 m. This will be the ditch in which the wolf lives. Then a wolf is chosen. The rest of the players are goats. The goats stand on one side of the platform. At a signal, they run to the other side of the site, jumping over the ditch. The wolf is trying to catch (precipitate) the kids without running out of the ditch. The kids that are caught are counted and released. After several runs, a new wolf is chosen.

The rules of the game prohibit lingering in front of the ditch for more than 5 seconds and stepping into the ditch. Goats that violate these rules are considered caught. A greasy kid is not considered caught if the “wolf” steps outside the ditch.

The watchman and the hares

Two concentric circles are drawn on the site, with a diameter of 3 m and 10 m. The small circle is the watchman’s house, the large circle is the vegetable garden. The players - the hares - are outside the large circle. The driver - the watchman - is in a small circle (guardhouse). Hares jump in and out of the circle. The watchman runs out of the guardhouse and runs around the garden, trying to grease the hares. The greasy hare is taken to the lodge.

The game continues until several birds with one stone are caught. Then a new guard is selected. Within the garden, hares are only allowed to jump. A hare that enters a lodge remains in it.

Group jumps

The players line up along the wall of the hall. They are divided into groups of 2 to 5 people. Players from each group join hands. At the signal, the teams, jumping on one leg, strive to reach the opposite wall or the finish line. The team that comes first wins. Then the teams turn around and jump in the opposite direction. You can jump on one leg, holding the other by the ankle joint, or placing your hands on each other's shoulders. A victory is not counted if the players unclasp their hands or step on the other foot.

Rats

The participants of the game form a circle. They choose a rat. The rat goes to the middle of the circle. At a signal, the participants in the game try to hit the rat with a volleyball, which the rat dodges while running inside the circle. The one who hits the rat takes its place.

If the rat manages to catch the ball thrown at it, it continues the game and gets another life, which will save it the next time it is hit. If the attempt to catch the ball fails, the rat ceases to be a driver. The minimum number of participants in the game is 3 people. In this case, two players stand opposite each other, and the rat moves in a straight line between them.

Fight in a circle

This game can be played in teams or together. If a large number of people are participating, then they can all split into teams and choose captains who will send their players to a duel in a circle. A circle with a diameter of 2 m is drawn on the floor. Two participants from different teams enter it. Each of them stands on one leg, bending the other, and puts his hands behind his back. The participants’ task is to push the opponent out of the circle with their shoulder or torso, jumping on one leg. You cannot lower your bent leg and use your hands. Anyone who breaks this rule is considered a loser. The match ends in a draw if both players are outside the circle.

Fight in a circle-2

One of the variants of the previous game. The players sit with their backs to each other and grab each other's arms. Their task is to push the opponent out of the circle, pushing against their legs and back. Players can be allowed to stand up and fight while standing, but without lifting the opponent off the floor.

Fishing rod

To play you will need a rope 2-3 m long and a bag of sand - a fishing rod. You can also use a regular jump rope. The bag is attached to the end of the rope. A driver is selected from the participants. All players stand in a circle, and the driver stands in the middle of the circle with a rope in his hands. He rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players.

Players follow the movement of the bag and jump, passing it under them. The one who does not have time to jump and gets hit changes places with the leader and begins to rotate the bag in a circle.

Tags with ball

The game is similar to regular tag, but gives players more options through the use of a ball. The players run around the court, escaping from the driver, who is trying to harass them, and pass (or throw) the ball to each other. You cannot kick the player with the ball. The players' task is to pass the ball to the person being pursued before the driver hits him, and also to protect the ball from the driver.

The driver can touch the ball in the player's hands. In this case, the player becomes the driver. The driver can also spoil the ball by intercepting it on the fly. In this case, the player responsible for losing the ball becomes the driver.

Cross the road

This game develops tactical thinking. As in regular tag, players run away from the driver, who tries to insult them. But any player can save his friend from pursuit by crossing the driver’s path.

The driver does not have the right to continue the pursuit and must catch up with the new player. The upset player becomes the driver.

Squat tag

Using a counting rhyme, the driver is selected. The players run away from the driver, and he catches up and shoots down the players who did not have time to sit down with emphasis on their hands. Saled becomes the new driver, and the game continues. The squat can be replaced with another pose (for example, “swallow”).

Card index for preschoolers

Let us present to your attention some entertainment that kids love to play.

Name of the gameTargetProgress of the game
Sunshine and rain 1. Teach kids to walk and run without pushing.

2. Teach them to act on the command of the teacher-instructor

The teacher says to the children: “The sun has appeared in the sky.” The guys start running around the playground. As soon as she gives the signal “It’s raining, quickly go home,” all the children run to their places.
DashesTeach kids to run correctly in a given direction and perform simple tasks at the same time. 1. Jogging at an average pace from 90 to 180 m.

2. Jogging on a flat path with your knees raised high.

3. Step over the slats that are on the ground and run.

4. Who takes a few steps to the place.

5. Who will run the distance faster.

Aim betterPractice hitting the targetDraw a line on the ground. Place a basket at a distance of up to 2 m from it. The child approaches the line and throws a ball into the basket. The one who throws the most balls into the basket wins.

I have suggested only a few of its many popular games. You can make a plan for them. Be sure to write to me if you liked the article and share it on social networks. I look forward to your feedback. Good luck!

MAGAZINE Preschooler.RF

In preschool age, the leading activity is play. For the purpose of comprehensive development and education of a child, outdoor games are widely used. Play for children is an important means of self-expression, a test of strength, and the development of physical qualities. The most important advantage of outdoor games is that, taken together, they exhaust all types of natural movements inherent to humans: walking, running, jumping, climbing, throwing, catching - and therefore are the most universal and indispensable means in the development of physical qualities.

Outdoor games are an excellent means of developing and improving the basic movements of children, strengthening and hardening their body. With the help of games, the physical development of a child improves: he becomes stronger and more resilient. Movements, in turn, help the child’s lungs work, blood circulation increases, and the metabolic process improves. A group of games based on various movements best satisfies the growing body's need for active actions. In outdoor games, children catch up with someone or run away from the driver. They don’t just run and jump, but depict some kind of animals. During the game, they train and strengthen certain muscle groups.

The role of outdoor games in raising a child In pedagogy, outdoor games are widely used, in which, in addition to the basic movements, others are used, for example, rhythmic clapping, stamping, etc. When conducting them, the teacher can pursue different goals depending on the stage of physical development. children. Outdoor play is a natural companion in a child’s life, a source of joyful emotions that has great power. With the help of outdoor games, you can solve various problems of moral, mental and of course physical education

Running games

Card 1

Mousetrap . The players are divided into 2 groups of unequal composition. The smaller group holds hands and forms a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are, They gnawed everything, ate everything,

Beware, cheats, we will get to you.

Let's set up mousetraps. Let's catch everyone now!

Children stop and raise their hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s “clap” signal, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4 - 5 times.

Directions. After the mousetrap has slammed shut, mice should not crawl under the hands of those standing in a circle or try to break the clasped hands. The most dexterous children who have never fallen into a mousetrap should be noted

Card 2

We are funny guys . Children stand on one side of the playground outside the line. A line was also drawn on the opposite side of the site. To the side of the children, approximately halfway between the two lines, there is a trap. The trap is assigned by the teacher or chosen by the children. The children say in chorus:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch it!

After the word “catch,” the children run to the other side of the playground, and the trap catches up with the runners and catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, the caught ones are counted and a new trap is selected. The game is repeated 4-5 times.

Directions. If after 2-3 runs the trap does not catch anyone, a new trap is still selected.

Card 3

Traps. Children are located randomly on the playground. The leader - the catcher, appointed by the teacher or chosen by the players, stands in the middle of the court. The teacher says: “One, two, three - catch it!” At this signal, all the children scatter around the playground, dodging the trap, which is trying to catch up with one of the players and touch him with his hand (stain). The one whom the trap touched with his hand moves aside. The game ends when the trap catches 3-4 players. A new trap is then selected. The game is repeated 4-5 times.

Directions. In order for children to better navigate, you can give the trap some kind of distinctive sign - tie a ribbon on your hand, pin a bow, put on a hat with a plume, etc. If the trap turns out to be awkward and cannot catch anyone for a long time, the teacher stops the game and assigns another driver.

Card 4

Carousel. Children form a circle, holding on to a cord whose ends are tied. They take the cord with their right hand and walk in a circle, first slowly, then faster, and in the end they run. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely The carousels were spinning,

And then around, around, all running, running, running.

While running, the teacher says: “Be-zha-li, be-zha-li.” After the children run in a circle 2-3 times, the teacher gives a signal to change the direction of movement, saying: “Turn.” The players turn in a circle , quickly grab the cord in their left hand and run in the other direction. Then the teacher says with the children:

Hush, hush, don't rush! Stop the carousel!

One, two, one, two, The game is over!

The movement of the carousel gradually slows down. At the words “The game is over,” the children lower the cord to the ground and disperse around the playground. After the children have rested a little, the teacher will give a signal (bell, whistle, clapping, hitting a tambourine), according to which the players again stand in a circle, take hold of the cord, i.e., take their places on the carousel. The game is resumed and repeated 3-4 times.

Directions. The teacher can instruct the children, using conventional signals, to quickly stand in a circle when repeating the game. A player who does not have time to take a seat before the third signal does not take part in the next ride on the carousel, but waits for the next boarding.

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2. Sports games in kindergarten

  • Who's ahead?
  • Race
  • Racing in threes
  • On the sled!
  • Adjuster
  • Who is first
  • Fast sled
  • Sled racing
  • Collect the flags
  • Descent into the gate
  • Turtles
  • Get the toy
  • Engine
  • Through the gate
  • Ball on target
  • Who's better at slipping?
  • Who's next
  • Catch up
  • Running on one ski
  • Through the gate
  • Ski couples
  • Slalom
  • Along a narrow path
  • Who will go faster
  • Who will come last
  • Relay races
  • With a glass of water
  • Get the item
  • Take the ball
  • Horses
  • Stork
  • Who's clever
  • Crocodiles
  • Catcher
  • Battle at sea
  • Do as I do
  • Fountain
  • Whoever is named catches the ball
  • Fight for the ball
  • Pass the ball
  • Ball race
  • Playing football together
  • Kick the ball into the goal
  • Who hits harder?
  • Ball game
  • Physical education in childhood plays an important role in the comprehensive development of a person. From early childhood, the foundations of health and physical development are laid, and motor skills are formed. Children engage in physical education with great pleasure and love outdoor games. The highest form of ordinary outdoor games are sports games - hockey, football, basketball, table tennis, gorodki, badminton. Sports games are of great importance in solving educational and educational problems. They contribute to the development of accuracy, dexterity of movements, eye, and orientation in space. In the game, children have to quickly make decisions, which contributes to the development of thinking and speed of motor response to visual and auditory signals. During sports games, children develop positive moral and volitional character traits. Mandatory adherence to the rules in games helps to develop self-control, honesty, discipline, responsibility to the team, and the ability to take others into account.

    Children learn to independently resolve conflicts and disputes among themselves. Taking into account the physiological characteristics of children, it is recommended to carry out only sports exercises with children of primary preschool age, and introduce elements of sports games to children of older preschool age. We bring to your attention sports games and exercises for preschool children.

    Equipment:

    sled.

    Age

    : 3–4 years.

    Progress of the game:

    The sleds are placed parallel to each other at a distance of 2–3 steps. Each of the children stands next to their sled. At the teacher’s signal, the children run around their sleds. The one who completes the task faster wins.

    Equipment:

    sleds, skittles.

    Age:

    3–5 years.

    Progress of the game:

    children stand in two columns one after another, holding the sled by the rope. A pin is placed in front at a distance of 10 m. At the teacher’s signal, the children take the sled to the pin, go around it and return to their place. The one who completes the task faster wins.

    Equipment:

    sled.

    Age:

    3–5 years.

    Progress of the game:

    Next to one sled are three children. One child carries the sled, the second sits on it, and the third pushes the sled from behind. At the teacher's signal, the race begins. Children drive to the designated landmark and return back. The game ends when each child from the trio plays all the roles. Those children who complete the task faster win.

    Equipment:

    sled.

    Age:

    3–5 years.

    Progress of the game:

    The sleds are placed parallel to each other at a distance of 3 steps, while there are fewer sleds than there are players. Children run freely around the playground. At the teacher’s signal “On the sled!” children run to the sled and sit on it. Latecomers are left without a seat.

    Equipment:

    sled.

    Age:

    6–7 years old.

    Progress of the game:

    children with sleds climb the mountain. A traffic controller stands below with flags in his hands. Children take turns sliding down the mountain on a sled. The traffic controller uses flags to indicate the direction of turn - right or left

    Equipment:

    sleds, ski poles.

    Age:

    6–7 years old.

    Progress of the game:

    children, standing on a sled, push off with ski poles in order to quickly get to a certain place and return back. Whoever completes this task first will win.

    Equipment:

    sled.

    Age:

    6–7 years old.

    Progress of the game:

    Children take turns sledding down an ice slide. Whose sled goes the farthest is the winner. The game is played separately for girls and boys.

    Equipment:

    sled.

    Age:

    6–7 years old.

    Progress of the game:

    Three children sit on each sled. They move forward to a certain place, pushing off the snow with their feet. The team that reaches the finish line first wins.

    Equipment:

    sleds, flags.

    Age:

    6–7 years old.

    Progress of the game:

    On the mountainside they place flags in one row one after another. While going down the mountain on a sled, children must collect flags. The one who collects the most flags wins.

    Equipment:

    sled.

    Age:

    6–7 years old.

    Progress of the game:

    When going down the mountain on a sled, children must pass through the designated gates without breaking them.

    Equipment:

    sled, flag.

    Age:

    6–7 years old.

    Progress of the game:

    children, two at a time, sit on the sled with their backs to each other. At the teacher’s signal, they push off with their feet, trying to cover a distance of 5 m to the flag as quickly as possible. The one who completes the task faster wins.

    Equipment:

    toy.

    Age

    : 6–7 years.

    Progress of the game:

    while sliding along an icy path, the child must reach a toy suspended on a rope.

    Age:

    6–7 years old.

    Progress of the game:

    children stand in pairs one after another, holding onto the belt of the child in front, and slide down the icy path.

    Age:

    6–7 years old.

    Progress of the game:

    children slide along the icy path, trying to pass through the gate without hitting it.

    Equipment:

    ball.

    Age:

    6–7 years old.

    Progress of the game:

    While going down the ice path, children throw the ball to the designated place.

    Equipment:

    skis.

    Age:

    5–7 years.

    Progress of the game:

    the child must ski a distance of 20–25 m with the least number of steps.

    Equipment:

    skis.

    Age:

    5–7 years.

    Progress of the game:

    Children, at the teacher’s signal, run up and slide on two skis until they come to a complete stop. The one who slips the farthest wins.

    Equipment:

    skis.

    Age:

    5–7 years.

    Progress of the game:

    children on skis line up in one line. At the teacher’s signal, they must catch up with the teacher. The teacher runs so that the children can catch up with him.

    Equipment:

    skis.

    Age:

    6–7 years old.

    Progress of the game:

    Each child stands on one ski (with poles) at the start line. At the signal, everyone rushes forward, pushing off with their free leg. The one who reaches the finish line first wins.

    Equipment:

    skis.

    Age:

    5–7 years.

    Progress of the game:

    Several small gates are placed on the path of skiers. Children must drive under them, trying not to hit them.

    Equipment:

    skis.

    Age:

    6–7 years old.

    Progress of the game:

    Children stand in pairs, holding hands, at the starting line. At the signal, the children run forward. The winner is the pair that reaches the finish line ahead of everyone else without separating their hands.

    Equipment:

    skis.
    Age:
    6–7 years.

    Progress of the game:

    children on skis snake their way between the placed flags. The winner is the one who reaches the finish line faster and does not knock down a single flag.

    Equipment:

    bicycle, skittles.

    Age:

    4–5 years.

    Progress of the game:

    children on bicycles line up at the starting line. At the signal, they must go along a path 80 cm wide, which is fenced on both sides with pins. The winner is the one who drives along the track without knocking over the pins.

    Equipment:

    bike.

    Age

    : 5–7 years.

    Progress of the game:

    children on bicycles line up at the starting line. At the signal, they race to the designated place. The one who reaches the finish line first wins.

    Equipment:

    bike.

    Age:

    5–7 years.

    Progress of the game:

    At the teacher's signal, the children rush forward. But they must travel the way to the finish line at the slowest speed possible. You can't stop. The one who comes to the finish line last wins.

    Equipment:

    bike.

    Age:

    6–7 years old.

    Progress of the game:

    children on bicycles must ride between the pins arranged in a zigzag pattern to the designated area. Having returned in a straight line, they pass the bicycle to the next child. The team that finishes the relay first wins.

    Equipment:

    bike.

    Age:

    6–7 years old.

    Progress of the game:

    driving past the table, the child must take a glass of water and move it to another table placed at a distance of 4–5 m.

    Equipment:

    bicycle, toy.

    Age:

    6–7 years old.

    Progress of the game:

    When riding a bicycle along a path, a child must reach with one hand a toy suspended on a rope at the height of the outstretched arm of a child sitting on a bicycle.

    Equipment:

    balls according to the number of players.

    Progress of the game:

    the children stand on the shore in one line. Balls are placed on the water according to the number of children playing. At the teacher’s signal, the children run into the water, each takes one ball and quickly returns to the shore. The one who does it the fastest wins.

    Age:

    5–6 years.

    Progress of the game:

    children walk, run, jump on the water, kicking up splashes with their feet.

    Age:

    5–6 years.

    Progress of the game:

    children walk in the water, raising their legs high.

    Equipment:

    rubber toys.

    Age:

    5–6 years.

    Progress of the game:

    There are many toys floating in the water. The children are on the shore. At the teacher’s signal, the children run into the water and begin to collect toys. The one who collects the most toys wins.

    Age:

    5–6 years.

    Progress of the game:

    children move in shallow places, resting their hands on the bottom, legs straightened and extended back.

    Age:

    6–7 years old.

    Progress of the game:

    children, standing in the water, form a circle. The selected driver stands in the center of the circle. At the teacher’s signal, the children scatter in a shallow place. The catcher tries to catch those running away.

    Age:

    6–7 years old.

    Progress of the game:

    children stand in waist-deep water in two ranks opposite each other. At the teacher’s signal, they begin “shooting” their opponents with their palms on the water, directing the splashes at them and trying to force them to retreat. During the game you should not touch each other with your hand.

    Age:

    5–6 years.

    Progress of the game:

    children stand in waist-deep water. The teacher performs some movement (squatting, immersion in water up to the chin, etc.) and asks the children to repeat this movement.

    Age:

    6–7 years old.

    Progress of the game:

    Several children stand in a circle in a shallow place. Then they sit on the bottom and, leaning on their hands, stretch their legs. At the signal, everyone simultaneously begins to move their legs up and down, raising a fountain of spray.

    Equipment:

    ball.

    Age:

    5–7 years.

    Progress of the game:

    children move freely around the playground. The teacher holds the ball in his hands. He calls the name of one of the children and throws the ball up. The named child must catch the ball and throw it up, calling the name of one of the children. The ball should not be thrown too high.

    Equipment:

    ball.

    Age:

    6–7 years old.

    Progress of the game:

    children are divided into two teams and placed on the playground in random order. One of the players is given a ball. At the teacher’s signal, the children begin to pass the ball to the players of their team. The opponents are trying to intercept the ball. The one who scores the most points wins.

    Equipment:

    ball.

    Age:

    6–7 years old.

    Progress of the game:

    The players stand in a circle. In the center is the driver. Children begin to throw the ball to each other, not allowing the driver to touch the ball. If he succeeds, he changes places with the player who threw the ball.

    Equipment:

    balls according to the number of players.

    Age:

    6–7 years old.

    Progress of the game:

    All children are free to sit on the playground. Each child has a ball. After the teacher’s signal, everyone kicks the ball, trying not to collide with each other.

    Equipment:

    balls.

    Age:

    6–7 years old.

    Progress of the game:

    children become pairs. Each player draws a circle around himself with a diameter of 2–3 m. The players pass the ball to each other, hitting it with their right or left foot, trying to get into the opponent’s circle. The child who hits the ball into the opponent's circle wins.

    Equipment:

    balls.

    Age:

    6–7 years old.

    Progress of the game:

    children stand against the goal - they are attackers. Two children are protectors. The attackers take turns scoring three goals into the goal. The defenders try to catch the balls and return them back to the attackers. Then the children change roles. The child who scores the most goals wins.

    Equipment:

    ball.

    Age:

    6–7 years old.

    Progress of the game:

    The players take turns making 3 kicks with their left and right feet, trying to send the ball as far as possible. The one with the ball that rolls the farthest wins.

    Equipment:

    ball, hockey sticks.

    Age:

    6–7 years old.

    Progress of the game:

    children with clubs in their hands stand in a circle. The driver stands in the center. There is a small ball in front of him. With a blow of the stick he tries to knock it out of the circle. Children standing in a circle prevent this and hit the ball back. The one who missed the ball changes the driver and stands in the center of the circle.

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