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RECREATIONAL ACTIVITIES FOR EARLY CHILDHOOD EDUCATION +70 Ideas

Recreational activities for early childhood education are distinguished from games by having simple and flexible rules. needing special courts, boards, instructions, training, pieces or devices to participate in them.

Most of the time, due to its simplicity, games are made by children. Only a few, such as mime, are occasionally done by teenagers or adults as well.

Children's play (children's play in Portugal), as it is free from pre-established rules and objectives, is loose and carefree, which provides a certain freedom. Children play to spend energy and have fun. Most of the time, they use a toy in their games. This toy is seen by adults as an auxiliary object of play, but for children it goes further. She sees him as a source of knowledge and a “reality simulator”. As an example, we can mention the girl who plays that the doll is her daughter.

RECREATIONAL ACTIVITIES

The importance of applying recreational and cultural activities contributes to various aspects of the child development, such as: learning, motor coordination, cognition and also the socialization.

1- Word Formation
The class is divided into two or three groups. The teacher writes a keyword on the blackboard, and through this keyword, the team has to get as many words as possible. Ex: keyword "FUNDAMENTAL" - possible words: mental, mint, can, etc. the team that gets the most words wins. This activity can be done with one word for each group or the same keyword for both teams, where the word can be written on the board or with some students holding the letters as the Photograph. After a set time, the teacher checks with the students the written words and who got the most words.

2- Magic Classes
With some simple magic performed with playing cards, scarf, rope, etc., involve and work the students' imagination in a magic class. Children love and participate too. The ideal is that the school has other students from other grades who also know some trick to help you. The class must be well planned and trained to avoid mistakes. The teacher can put a cape and a top hat to enhance the class even more. Spells can be found at toy stores, newsstands or on the website http://www.tiobill.com.br/

3- Mimicry
Cut out several cardboard papers with animal names. Choose a student to start the game. The first student must take the paper, read and without making sounds, must imitate the chosen animal. Whoever gets it right goes ahead, takes another paper with another animal name. The teacher can also choose one student at a time to go ahead.

4- Caps Football
Cap soccer is played on a table, with one student on each side of the longest part of the table. For this game 7 pet bottle caps are used, 4 of which are used to make the goal post (two on each side) and another three are used for the game. The game starts with a player defined by drawing lots, this student must place the three caps according to the photo and must start with the middle cap passing it through the middle of the other two caps. On the second move, he must move another cap that must go through the middle of the other two again and so on until he does the goal. If the player scores, let the cap fall off the table, make the touched cap touch another or even if the touched cap does not go through the middle of the caps, this one passes the turn to the other student.

5- Put on and take off
Two teams lined up at one end of the court and on the other side, about 20 meters away, a chair is placed with a sneaker on each foot of the chair. At the teacher's signal, the first student in each row runs out of the chair “barefoot” and runs to your team, hits the hand of the next student and the student takes the same route, this time he must “put on” the chair. And so on, until everyone has performed the activity.
Students spread across the court and in pairs, facing each other with their right hands holding each other and with their left hand holding their left foot without letting their foot touch the ground. At the teacher's command, students must measure force in an attempt to make the other student put their left foot on the floor. All this is done in a given time. And whenever the teacher whistles, students can switch partners. It is important that students have the same physical biotype and corresponding gender.

6- Magic hula hoop
Two teams lined up at one end of the court, the first two in each row must have two hula hoops each. At the teacher's signal, students must place one of the hula hoops on the floor, step inside it and place another hula hoop in front, step inside and pick up the one at the back and so on until you make the contour in a cone that is about 10 meters away and go back in the same way until the second of the row.

7- Poor little kitty
Students are distributed in a circle, all seated. The teacher chooses a student who is in the center. That will be the kitten. This one, in turn, should be crawling and approaching a student who is sitting in the roda and giving a very funny meow. The student who receives the meow must place his hand on the student's head, who is in the middle, and without laughing, he must say: “poor little kitten”. If you laugh you have to go to the center and become a kitten if you don't laugh the kitten must try again with another student.

8- Drawing the Body
The teacher divides the class into pairs, with a chalk provided for each pair. One student lies on the floor and the other will outline his body. After finishing the contour of the body, he should do the eyes, nose, mouth, ears, etc. right after the roles are reversed. In the end, everyone goes out together and knows the various drawings and checks if they are similar to those students.

9- Hit the Target
Students are distributed at one end of the court, in a total of 4 teams, with the first each row has a hula hoop in their hands and a cone is placed in front of each team, about 3 to 4 meters away. Behind each cone is placed a student (guardian). At the teacher's signal, the 1st student of each team tries to hit the hula hoop on the target (cone). Missing or hitting, this should go to the end of the line and the guardian should take the hula hoop and deliver it to the next in line. At the end of the allotted time, the teacher asks each guardian how many points each team scored.

10-Always fits one more: (*Jardi*)
Arrangement: Students in the center of the court forming a circleDevelopment: Students will stand in the center of the court or courtyard in circles. The teacher will spread the hula hoops around the space. The number of hula hoops will be less than the number of participants. At the signal, everyone must position themselves inside a hula hoop. At a new sign, they return to the center forming the circle. The numbers of hula hoops decrease with each round, but no student leaves the activity. As the hula hoops decrease, students will have to find a creative way for everyone to position themselves inside the hula hoops without anyone being left out.

11- Keeping the dream in the air: *Jardi*
Arrangement: standing and in a rowDevelopment: Students will stand on a starting line in rows. The teacher will give each student a balloon. In addition to placing 08 balloons more than the number of participants. The activity consists of all students leaving together and arriving at the finish line with all the balloons in the air.

12- Crazy knot II
Have students arranged in a circle, ask them to pay attention to the classmates on the right and the left, and don't forget. You can use music. While the music plays, students move freely through the space. When the music stops they should stay where they are (always close to each other) and hold hands. It will tie that knot! Then just ask them to untie the knot!

13- PEDAGOGICAL GAME: Antonym:
Disposition: free. Development: Everyone will be asked who is the tallest, but shortest, fattest, thinnest, talkative and quieter. The name that was asked will be named. For the taller one, raise the arms and stand on tiptoe, for the shorter one, squat down, for the fattest one, open the arms laterally and inflate the cheeks, for the most thin, close the arms at the sides of the body in a position of attention, for the most talkative, stick out the tongue and shake it, and for the most silent, close the mouth, hiding the lips. Example: if the teacher says José, since he is the tallest, everyone should raise their arms and stand on their tiptoes, if João was elected the fattest, everyone should open their arms and so the names of the respective adjectives will be said several times.

14- BACK TO CALM GAME:
The secret of the trip: Arrangement: sitting or standing in a circle. Development: the teacher previously agrees with the student who is sitting on her right side that the secret of the trip is to always take an object that the student on her right is carrying. Only that student that the teacher agrees will know about the secret, therefore, it is the 2 who will determine whether the other students will take a certain object or not. For example: if 1 student says he will take 1 earring, and the student on his right side is wearing 1 earring, the teacher will say that he will take an earring, then the turn moves to the next one in the circle. If the next student says he's going to take a suitcase, the teacher will say he won't, because the next student doesn't have a suitcase. However, without ever revealing the secret. The activity continues until all students understand the “secret” of the activity.
15- Joke 1= Who is alive? Students will be organized in trios and numbered 1, 2 and 3. Spreading through space. At the start signal of the teacher, who will shout a number (1, 2 or 3), the correspondent of each trio must try to catch the other two. Other variations are: that the number said by the teacher is the fugitive and the two other catchers or, in a second, when the teacher calls out a number, all correspondents will be catchers of all too much. Material: None.

16- FrisBolMaterial: (Nelson Troiano)
Development: Divided into two teams, and the goal is to score with the puck. Whoever is with him cannot walk, he can pass or shoot in the goal. The Goal is within the area and no one can enter there, only when the puck comes out. Touched the player with the disc is foul. The team that scores the most goals in a given time wins the match.

17- The Hunt. (Glauce)
Students are divided into three groups and each group chooses the name of an animal. One student must be the hunter (taker) and must be in the center. groups should be in marked places, for example three squares marked with chalk, and there must be another empty square. The teacher must call an animal, eg dog and whoever is from that group must run to the empty square and the hunter has to catch them. Whoever gets caught must leave the game. Then another animal is called, and so on, until all participants in a group are hunted. Animal names can be changed to fruits, colors, cities, etc. The kids love it. I worked with this game from 5 to 10 years old and everyone participated.

18- GOL MOBILE:([email protected])
Following the same principles as futsal, the goal is mobile. For this, just have two pieces of elastic or rope. Each team will have two students who will play the role of the goalposts, these students will be holding a piece of elastic or string that will act as the crossbar, they students will be holding each one at one end of this string, thus making the shape of the goal. Students who are forming the goal (goal) will be able to move freely around the court (more always leaving the rope taut), the others players will try to score in the opposing goal, and the difficulty will be greater due to the movement of the goal (goal). The students like it a lot, and it's good funny.

19-Tidewater (Denis)
Main objective: laterality (1st to 4th grade) Write the letter D on the right hand of your students and on the left hand the letter E.Distribute your students along the lines sides and back of the futsal court with a distance of 3 meters from each other forming a large circle, leaving 1 student in the middle of all in the center of the block. Each student will be on top of an X that the teacher will mark with chalk for the best location. The game starts with the teacher speaking out loud: “The ship rocks to the right (all students jump one house to the right)…the ship rocks to the left (all students skip a house to the left)…until he says out loud: MAREMOTO…so all students have to leave their little house represented by the X on the floor and look for another X to take shelter, meanwhile the student who was in the center of the block will have to look for one of those places that will be vacant temporarily.

20 – Hit the Target (irene)
This activity is very simple, but my students liked it a lot, it works on concentration, coordination, attention. Material: Pet bottle, string and pencil or pen, (cuts about 10 pieces of string of the same size and and sticks to pencil with durex) Divide the class into 3 groups of 10, make a circle with each group and place the bottle in the quite. Each child will have to hold one end of the string, and the 10 will try to put the pencil into the bottle.

21- HOLIDAY: – (MODERATE)
Material: 1 pebble.
Development: They play as many children as they want and each one has a stone. When they don't compete in the choice formula, they say: – First!
(It will be the first), Second! Whoever speaks second will be second, and so on.
1) Play if the stone is on the 1st block, not being able to jump on it. Go with one foot, tapping both feet on the ground, in the fourth and fifth house and in the sky without
end.
2) Little kick. The stone that was thrown close by, before the hopscotch, is kicked with one foot. The stone cannot hit the line, if it misses it passes
to another child until it's his turn again.
3) In the third stage, you play without a stone. With blindfolds say: “__Pisei”? The others answer: “__No”. So house by house until your
turn. Also in the third house is with one foot only. And both feet on the 4th and 5th frets.
4) Take away house – on the back, throw the stone backwards, where it falls, that house will be excluded. The same is chalked with chalk, being able to step on it with the
two feet. JUIZ DE FORA STATE INSTITUTE OF EDUCATION

22- CATCHER AIRPLANE: – (MODERATE)
Formation: Children dispersed at will, one highlighted: “the plane”.
Development: At a certain signal, the highlighted element goes in pursuit of colleagues imitating a plane. whoever finds himself in danger
from being caught, to balancing on one foot and raising his arms laterally making the figure of an airplane. the stalker won't be able to catch him
while he is in this position. When the plane manages to catch a child it will replace him. JUIZ DE FORA IEE

23- AIR, LAND AND SEA: – (CALMS)
Formation: Children in circle, master in center.
Development: The DM starts the game by pointing a finger at one of the players saying “Earth” (for example). The appointed player will have to
answer the name of an animal that lives on earth, such as horse, tiger, etc. If he makes a mistake, he will pay a gift. The game will continue indicating, the master,
another player. Continue with the indication of “air”, “land” and “sea” alternately, giving the opportunity to all students. after some
time, penalties are applied to children who paid gifts, requiring that each one chosen at random, indicate the name of
three animals that live in the air, on land and in the sea. JUIZ DE FORA IEE

24- GET DOWN: – (MODERATE)
Material: 3 balls
Formation: Children arranged in 3 columns. In front of each column, at a distance of approximately 1 meter from the first place, will be the
“captain” of each team. this one will hold the ball
Development: At a given signal, the captain will throw the ball to the first of his column who will return it and then lower it. the captain will play
the ball to the second in the column that will act as the first and so on. The last child in the column, upon receiving the ball, will scream "live",
scoring points for your team. IEEJF

25- MINUTES AND UNLATES: – (ACTIVE)
Material: 1 stake, 1 colored ribbon and a chair for each party.
Development: One stake and one colored ribbon for each party. As for the “Single Column Relay”. About the return line and
right in front of each party, a chair is placed, to which a ribbon is tied, with a loose side. Similar to the relay above.
each player go to the chair, untie the bow (or tie it, as the case may be), leaving the tape on the seat, before returning to hit the hand of the
Following. The tape is time tied or untied by the components of each party.
Faults: These are faults, which result in the party losing a point, in addition to those indicated by the simple relay: failing to tie (or untie) the
tape; tie a loop that doesn't hold tight until the next player reaches the chair.
Variants:
* The ribbon, once untied, is not left on the chair, but brought in the hand and given to the next player.
* Behind each party and 3 m from the last player, there is another chair. Each child runs to the place where the ribbon is tied, unties it and takes it
to the opposite side, leaving her trapped in another chair.
* In a variant found in Korea, each child has a paper flower, with strings on the sides. When your turn comes, tie the flower to a stake,
which at the end of the game is covered with flowers. I.E.E.J.F.

26- BUTTERFLIES AND FLOWERS: – (MODERATE)
Material: A whistle or rattle.
Preparation: Children are divided into two equal groups: “butterflies” and “flowers”. The flowers are in the field, squatting and well apart.
1 meter from each other.
Development: At the teacher's signal, the butterflies start to dance among the flowers. It's good to limit the space so that the butterflies stop
immediately from dancing and the flowers, in the position they are in, try to touch them. When reached, the butterflies should squat down,
along with the flowers. It's good to limit the space so that the butterflies don't stay too far away from the flowers. IEEJF

27- BUTTER BAR: – (ACTIVE)
Formation: Two parallel lines are drawn on the ground, spaced approximately 15 meters apart. Behind the lines, two groups of children
they are arranged in rows, facing each other.
Development: Next, the group that will start the game is decided. This group, in turn, chooses one of its components, which must
leave your opponent's row, whose members must have one hand extended (palms up) and feet prepared for a
possible fast run. Upon arrival, the child taps one of his hands lightly on the palms of his opponents. Suddenly hits the hand strongly
of one of them and runs towards its row, trying to escape the challenged opponent that tries to reach him. Crossing your own line without being
touched, the challenger is safe. If reached, he must pass to the other group of the child who reached him. Now, the challenged before is the
challenging in front of the opposing group. The group that, in a given time limited by the participants, obtains the highest number of
prisoners.
Note: In some regions, the challenger, while passing his hands on the palms of the others, declaims: "__Butter, in the face of the nega"
(repeat it as many times as you want) and suddenly says: “__My mother told me to hit this one:” At that moment, she will run away. IEEJF

28- BARRIER: – (MODERATE)
Formation: Form two rows facing each other, the elements of each row remain side by side. One of the rows will be the "barrier", the
players put their arms on the shoulder of the teammate at their side and stand with their legs a little apart, touching the foot of the teammate at their side. THE
another row will be “pushers”, with players holding hands.
Development: Given the signal to start, the “pushers” try to break or pass through the “barrier”, without letting go of their hands. The elements of
“barrier” try to block the passage. After the specified time, the sides are changed. IEEJF

29- BALLS: – (MODERATE)
Material: A ball
Preparation: Arrange 4 equal rows of players, arranged in a cross, like perpendicular rays of a circle. all stay
seated, except one who remains standing with the ball. Each one marks his place with a circle on the ground.
Development: At the start signal, the highlighted player starts running around the circle, determined by the ranks. Suddenly put the ball
next to one of those occupying the outer ends of the groups. All the children in that group get up and run around the circle,
passing outside the other 3 rows. Meanwhile, whoever put the ball on the ground and who previously didn't have a right place, puts himself in the place
vacant closest to the center. The children who finish the race take over the empty circles, and the last one is dislodged.
to arrive. The latter picks up the ball and restarts the game, dropping it after a few turns around the circle, next to some row. IEEJF

30- GOOD MORNING: – (CALMS)
Material: A scarf
Formation: Holding hands the children form a circle. Inside this will remain a player blindfolded.
Development: The circle rotates to the right or to the left. When the center player puts his foot on the ground, the circle stops rotating. The child
from the center points to a player and the player will say: “__Bom dia”. The one in the center will have to recognize him by his voice, saying his name. If you make a mistake, you will still have the
right to present two more names. If you get it right, the one that was appointed will occupy the center and the other will replace it on the wheel, otherwise, the game
will continue until the one in the center, stopping again the circle correctly mentioning the name of the partner.

31- ZIG ZAG BALL: – (MODERATE)
Material: A ball
Formation: Children scattered in two rows facing each other
Development: Given the start signal, the first player in one of the rows throws the ball to the first player in the opposite row; this plays to
second from the first row and so on. Upon reaching the last player, the ball must return to the first, crossed in the same way.
Note: The player who drops the ball must catch it and can only play it after returning to his place. IEEJF

32- FEARED CHEAP: – (MODERATE)
Material: A ball
Preparation: The children form a very large circle keeping plenty of space between them. One of them receives the ball.
Development: At the start signal, the ball will be passed one by one around the circle, as quickly as possible, without missing anyone. THE
a certain whistle is sent in the opposite direction without wasting any time. Signals are given at irregular intervals, sometimes long, sometimes followed with
speed to demand continuous attention from players. Anyone who does not promptly obey the order and does not throw the ball after the signal pays a
gift. The victory belongs to the players who end the game and pay no gifts.
Gifts: Imitating an animal, jumping in a crouch, singing, etc. IEEJF

33- HEAD CATCHES THE TAIL: – (MODERATE)
Formation: Form columns of about eight elements, each holding the front partner's waist.
Development: The first player tries to catch the last one in the column, who tries to avoid being caught. If you succeed, the first player in the
column swaps places with the last. IEEJF

34- OTHERWISE: – (CALMS)
Development: A child is chosen from the group by choice formula. She orders the others: “__ Move forward” And they should
walk backwards, always carrying out orders in reverse. Children who make mistakes will be excluded. The last one left will be the one that will give
the next orders for the game to continue. IEEJF

35- THIEF HUNTING: – (MODERATE)
Formation: Players holding hands form 2 concentric circles. To the center, one of them stands out, "the thief" and outside the circle is "the
guard"
Development: Given the start signal, the guard sets off in pursuit of the thief who runs looking to escape and looking for complicated paths between
the two circles. The guard must follow exactly the same itinerary as the thief, if he makes a mistake he will be deleted and replaced by the player who is his
right at the time the foul is committed. If the thief is arrested two other players, one from each circle will be chosen. IEEJF

36- RELAY RACE: – (MODERATE)
Development: Players are arranged in 2 rows. From an exit line, to a specified end, the first player in each line
must run around an obstacle, return and hit the second player's hand, and so on. The row in which the first
go back to being the first. IEEJF

37- HEAD OR CROWN: – (ACTIVE)
Material: One coin
Preparation: Draw two lines about 20 meters apart on the ground. The pikes. In the center the parties - Head or Crown - with an equal number of
players, in 2 rows, facing each other.
Development: The teacher will toss the coin in the air and the players will wait for the fall to see which face will be facing up – Face
or Crown. The teacher will announce it aloud and the party group corresponding to the announced face will flee to his pikes (his rear)
chased by the players of the other party. Those who are reached will be incorporated to the opposite party, starting to act together with the
new companions. Again the two parties will approach the center and the teacher will flip the coin.
Victory: The party that, after the scheduled time, has the greatest number of children will be the winner. IEEJF

38- PUPPIES AND BUNNIES: – (MODERATE)
Formation: Joining the hands two by two, the children will form “burrows” sheltering each one a “rabbit”. There will always be a "bunny" without a ring and
a "puppy"
Development: Pursued by the puppy, the bunny will lodge in one of the dens from which the occupant will immediately withdraw to give it to him.
the address. The dislodged bunny will flee to avoid being reached by the puppy and will displace another bunny, whose shelter will take over. When the
dog catch the bunny, the roles are reversed and the game will continue uninterrupted. IEEJF

39- COELHINHO LEAVES THE DECK: – (MODERATE)
Formation: Groups of 3 children, two form the "burrow" and shelter a "bunny" in the center with hands held and arms outstretched. the various
burrows with their bunnies are scattered on the ground, far from each other, leaving spaces for races. There's a little bunny left without a ring
in the center of the land.
Development: At the leader's order: “__Coelhinho leaves the hole”, the bunnies change places. The untouched bunny seeks to find a home. O
little rabbit that is left over continues the game. IEEJF

40- RACE OF SACI: – (MODERATE)
Formation: Children arranged in rows holding one leg and flexing it backwards.
Development: Given the signal, they leave jumping until they reach the pre-established point
Foul: The one who leaves the starting position will be eliminated
Victory: It will be up to the player who finishes first. IEEJF

41- ROTARY RACE: – (ACTIVE)
Material: 4 flags or sticks
Preparation: Children divided into 4 columns are arranged like the spokes of a circle facing the center. The last of each column will hold the
bat.
Development: Given the start signal the last players run to the left and go around the circle, arriving at their places,
they hand over the sticks to their immediate companions and go to stand at the head of the columns while the others take a step back. At
children who receive the sticks repeat the action of their predecessors. And so on.
Final: The column whose head (1st) reaching the center of the circle, raises the stick in first place, will be considered victorious. IEEJF

42- BEWARE OF THE MICO: – (MODERATE)
Material: 2 equal balls, one of them having a certain mark, to indicate that it represents the "call"
Preparation: The children in a circle, two of them standing (far apart) in the ball pose.
Development: At the start signal, each child who has the ball throws it to their neighbor (on the left) who quickly does the same in relation to
to the next fellow, so on. The balls are quickly passed around the circle with the goal of the players being
one reach to the other, that is, the “monkey” is caught. But each one must prevent this from happening in their hands, passing the balls forward as much as possible.
as fast as possible. Whoever drops the ball must retrieve it by himself and return to his place to continue from there. Every time the "bug" is caught,
interrupts the game, being excluded the player whose hands they are in, and the balls returned again to the players. IEEJF

43- CAR RACING: – (ACTIVE)
Material: Two benches or chairs
Preparation: Players separated into two parties will be seated, cross-legged, arranged in columns, in front of each bench or chair.
Development: At the start signal the first player of each party will stand up and, running, pass behind the bench; back, give the hand to
second companion, lifting him and going with him to the end of the column where he will sit. The second will continue the race following the action of the
first.
Fouls: 1 – The player gets up before the previous one gives him a hand;
2 – Do not go behind the chair;
3 – Do not remain seated after running;
4 – Get out of alignment. IEEJF

44- RUNS AUTIA: – (MODERATE)
Material: 1 scarf
Formation: Children standing in circle. Choose a child who will run around the circle outside with the handkerchief in hand, singing and
others clapping and helping to sing.
“__ Runs agouti at night by day,
“Under the bed of D. Maria".
Development: The child puts the scarf on another's shoulder and runs around the circle to take the place of the one who will chase him.
If the one with the handkerchief catches his colleague, he should leave the game. And so on. IEEJF

45- MAIL: – (MODERATE)
Formation: Children in circle, minus one in the center. Those in the circle will take the names of countries, cities.
Development: The child in the circle will say: “__ There is a letter of …….. The …….. (2 names of cities, states, etc.) The representatives of the names
calls will switch places immediately. At this moment, whoever is in the center will try to occupy one of the vacant seats. The one that's left,
will call two other names, continuing the game. To make it even more fun, the child in the center will shout: “__Vai a letter to
all cities!” and all children will have to change places. IEEJF

46- INSIDE! OUT!: – (MODERATE)
Formation: Around a large circle are the children.
Development: The teacher orders In or Out and all the children follow the orders by jumping with their feet together in or out of the
circle. From time to time the teacher repeats the same order. Children who make mistakes are temporarily eliminated, that is, until they are replaced
by others who committed the same fault. IEEJF

47- ALARM CLOCK: – (QUIET)
Formation: Children sitting in a circle, keeping one with the ball.
Development: Starting the group passes the ball one by one. Unexpectedly the teacher says: “__Já” to interrupt the passage saying soon
after a letter. The player who then had the ball, raises it to show that he heard the signal and continues to pass it. It is up to you, however, to enumerate four
words starting with that letter, before the ball comes back to him. Whoever fails is eliminated. The player who gets it right has the right to make the
next stop the ball and choose another initial. IEEJF

48- CHICKEN AND CHICKS or CHICKEN AND HAWK: – (MODERATE)
Training: Among the participants, the hawk and the hen are chosen, through a selection method: hitting – pebble, scissors – stone – paper,
etc. The other children are the chicks. A column is formed with one chick holding the other at waist height, with the hen in front of
all. The hawk is free, and your objective is to capture the chicks starting from the end opposite the hen.
Development: A time for capture (2 minutes, or a count to 50, etc.) is determined. ) The hen must protect the chicks from being
displaced away from it. After the set time, the positions are rotated: the hen becomes the hawk, the hawk the last chick and the
first chick the new hen. IEEJF

49- HA! HA!: – (CALMS)
Preparation: Children sit in circles choosing one to start.
Development: At the start signal, the chosen player exclaims: "Ha!" to which the following completes: “Ha!, Ha!”, and the third person says: “Ha!,
Ha!, Ha!” and so on. Even before the entire circle is completed, the group will be in the mood to laugh, but they won't be able to do it,
for anyone who laughs pays a gift, winning after a few minutes, whoever manages to remain serious. IEEJF

50- BROTHERS: – (ACTIVE)
Preparation: Initially, the children form pairs, the “brothers”, which are arranged in two columns. After each one has taken
knowing your “brother”, each column will form a circle, with a distance of approximately two meters.
Development: The two circles rotate while the children sing happily. At a signal given by the teacher (whistle or palm) they dissolve
the circles and each child looking for his brother. Finding him they must both hold hands and bend down. The last one to do so will be eliminated
temporarily. The toy goes on, forming the two primitive circles again. IEEJF

51- MANDUCA MANDA: – (CALMS)
Training: Children sitting at desks. The advisor in front of the group.
Development: The game starts with the advisor's order: “__ Manduca Manda… raise your arm”, for example; to which everyone owes
to obey. He gives new commands, which require more or less movement, (squatting, jumping 3 times in the same place, turning around, 4
steps back, etc.). When orders are preceded by the words "Manduca Manda" they must be answered, otherwise they must not be,
it's up to whoever has to be taken out of the game, paying a gift at the end. So when they hear “clap their hands” whoever does such a thing is wrong. victory is
those who, after the allotted time, have not paid any gifts. IEEJF

52- MONKEY: – (CALM)
Formation: Players in a wide circle, with an out that occupies the center when called.
Development: After choosing one that will be the “monkey”, the outsider is called to start the game. Everyone starts by pretending to scratch their shoulder
left with your right hand. The "monkey" must change the gesture at every moment and all the others start to imitate him in the new attitude without letting
realize who he is. The one in the center tries to find out who the monkey is. Win if you guess and choose another one to restart the game.
Previously, it must have been agreed, if the player is entitled to one, two attempts or if he must hit the first monkey he points to. IEEJF

53- SILENT WORKERS: – (QUIET)
Formation: Children in a half circle.
Development: The teacher will say: “__ Silent Workers, I have a hammer, what do you do with it?” Children should imitate the beat of the
hammer. Those who make a mistake or make another move will be temporarily removed from the game, until the next substitution. then name
other utensils: saw, scissors, needle, pen, axe, shovel, hoe, etc. whose handling should be imitated by children. IEEJF

54- PEGA – PAIR PAIRS: – (ACTIVE)
Formation: Players holding hands in pairs at will. An unparalleled player - "stalker"
Development: This one will chase the pairs in order to hold on to someone who will be his pair, while the others will be holding hands and running away. O
player who runs out of partner will run in search of another teammate. So the game will continue. IEEJF

55- MATCHES: – (CALMS)
Material: 3 matchsticks per person playing.
Development: The game consists of hitting up the number of points that are in the opponent's hand, or opponents, adding to yours.
For this, each player uses a maximum of 3 toothpicks, being able to put all 3. Otherwise you will play with 2, with
only 1, and you can still leave playing with an empty hand, that is, zero points (going out of the canvas), leaving the toothpicks hidden in the other hand. The game
begins when participants expose one of their closed hands, with toothpicks, so that each one guessing the amount of
toothpicks contained in the hands of opponents joined to yours. After everyone says a number, in order, they open their hands, for the sum of the
points. IEEJF

56- JUMP SADDLE OR CARRION: – (ACTIVE)
Formation: Two groups of children of the same number are formed, arranged in two rows.
Development: Once the game has started, the prisoners in each row run out and, at a previously agreed distance, stop and stay in the
saddle position: legs apart, hands on knees, head down and with the left side of the body facing your row. the second of
The queue should run as soon as the partner steadies the saddle position and jumps over him, resting his hands on his back. Right after the jump,
will also bend down waiting for the others to jump. The queue that runs out first will be the winner. IEEJF

57- BURNING: – (ACTIVE)
Material: 1 ball.
Formation: The field will be a 10×20 meter rectangle. They will divide into two squares. Behind each field will be the prison of the opponent, who will have
plus or minus 3×10 meters. Two parties of the same number.
Development: The game will be started, on the line that divides the two fields, by the captain of a team, who will throw the ball into the opposite field.
looking to “burn” the opponent. If he is burned, he will be considered a prisoner and will go to his party's prison, but if he manages to hold onto the
ball the game will proceed as normal.
Rules: 1 – Burned players, when in possession of the ball, may try to burn the opponent and thus get out of prison.
2 – The person who is touched by the ball will not be able to stop it before it reaches the ground will be considered burnt.
3 – If the ball touches 2 players, only the last player to be touched will be considered burnt.
4 – The ball that comes out laterally, between the midline and the end, will belong to the team on this side, if it is next to the prison, it will keep one of the
players burned. IEEJF

58- FRUIT SALAD: – (MODERATE)
Formation: Each participant will be inside a circle marked on the floor, then forming a big circle, except one that will be in the center.
Everyone, including the one in the center, will be named after a fruit.
Development: Starting with the child in the center saying two names, for example: “banana and pear”. The players who
representing these fruits will have to change places, while they change the one in the center tries to take over one of the vacant places. If the center says:
“Fruit Salad”, everyone will have to change places.
NOTE: This game is similar to “Mail” IEEJF

59- WIRELESS TELEGRAPH: – (QUIET)
Material: Two pencils and sheets of paper
Preparation: Two equal parties are organized and are arranged in semi-frontier circles. Among them is the advisor who gives the last player of
each pencil and paper group.
Development: To start, the advisor secretes the same news (message) to the first of each team. At your signal, this message will be
whispered one by one from each party to the last. The latter, upon receiving it, transcribes it to the sheet of paper that he runs to take to the advisor. Nobody
you can repeat the phrase to your neighbor after you have already whispered to him. The smaller the children, the shorter and simpler the
messages, checked aloud by the advisor only at the end of the match. The victory belongs to the party that first delivers the message to the
advisor, as long as it does not contain more than two errors than the opponent's. IEEJF

59- TIGER, LION, JAGUAR: – (MODERATE)
Preparation: The children form a big circle with three players in the middle: “the tiger; the lion and the jaguar”. Wheel components mark their
places on the ground with a circle, each named after one of these three beasts, in this order: tiger, lion and jaguar; tiger, lion and jaguar; tig…..
Development: The advisor starts the game by saying the name of one of the animals: for example, jaguar. All who have such a designation change places
between themselves, while the untouched jaguar tries to find a place for itself. The remaining ones go to the center and the game continues with the
called another beast. Whoever leaves the place after hours must give up their place to their homeless companion and go to the center of the circle. just set foot
inside the circle to ensure its possession, having the right to a house who enters it first. The child who does not leave the center when requested
also goes to the center of the wheel. IEEJF

60- The Hunt
In the four corners of a block there were four types of animals and in the center is the hunter, as shown in the diagram: One of the players will be chosen to be the hunter, the others divided into four groups of animals, with each animal having its corner. The hunter remains in the center. Given the start signal, a monitor will shout the names of two animals and all representatives of this species must change places. The hunter will chase them and everyone who gets caught will have less points for their team! We will do this several times, some with more than one hunter, and at the end we will count the points of each team.

61- The Last of the Mohicans
Participants will have colored paper ribbons attached to their backs (waist) and will be spread around the space like a football field. Thus the uncles (who can be characterized as soldiers or rival Indians) will go out after the participants (Mohicans). Those caught leave and the last one left will be the winner, “The Last of the Mohicans.” Material: tape or paper and costumes.

62- Treasure Hunt
Division of teams. They are sequences of identical clues for each team, but in different orders, which lead to a prize (treasure). You can also include some characters in the game, among other ideas.

63- Between the legs
A circle is formed, everyone standing with their legs slightly apart, so as to touch the feet of the companions on the side. The objective is to score between the legs of the teammates, who will try to defend themselves from the balls that may come their way. It is not allowed to touch the ball with any part of the body other than the hands and the ball must always run low. Taking a goal (ball passing between the legs) the person must turn, keeping their back to the wheel, but still being able to score goals. Adding the number of balls during the game is interesting. This activity is a good fit for a class start, for a quick warm-up, etc.

64- Little Witch or Little Witch
Formation in a “group”. Locate the entire group at the bottom of the playing area. Request two students to be called little witch and little witch (catchers) who should be on the sides of the center of the playing field (for example, on a football pitch, on the midcourt line), on opposite sides (on SIDEWAYS). At the teacher's start signal, everyone must switch sides on the court, without being caught by the little witch and the little wizard (who at this point can invade the field, court!). Whoever gets caught sits on the side corresponding to their catcher (witch or witch). After everyone is caught, the teacher does a count to see the winner. The last two to be caught will be the new "little wizard" and "little witch". Material: None.

65- Anniversary of the month
Two parallel lines are drawn 10 m apart. Students will be behind one of the lines, which will be the starting line. A student will be between the two lines (he will be the catcher), this will call a month of the year, and whoever has a birthday in this month runs, trying to reach the other line, the finish line. If caught, the will assist the catcher.
GOALS: attention, concentration, agility.

66- Head Ball
Objective: Develop motor skills for sports played with the upper limb. Duration: 2 times of 15″Material: Futsal or Handball Court Age Range: 11 to 50 Divide the class into two equal groups, not exceeding 12 people in each team, the pass with hands must be used, the objective of the game is to score with the head, and it will only be valid if you obey the following rules basics: 1- The same person cannot throw the ball and head, it is not allowed to take more than 04 steps with the ball, even if the student is bouncing it; The team that scores the most goals wins. A goalkeeper can be used, as long as he defends only with his head. As needed, you can modify some rules.

67-Race the knot
scarves according to the number of teams.
Formation: participants divided into teams sitting on column chairs. The 1st participant of each team with a large scarf tied between the elbow and the shoulder (left arm).
Development: at the given signal, the player unties the handkerchief with the right hand, turns it backwards and ties it to the left arm of the next player. So it goes on until the last one unties the handkerchief and comes to the front and tie it on the 1st's arm.
Finishing: the team that the 1st player raises the left arm with the scarf tied will be the winner.
Comments (goals): attention, speed, visual motor coordination and spatial organization.

68-The falling bat
Material: a stick about one meter long.
Formation: All players except one, who will be chosen earlier, will form a circle approximately six meters in diameter.
Development: the player who did not enter the composition of the circle, must stay in the center, holding the bat, which will have one of its ends resting on the ground. The game starts when the player in the center says the name of one of the components of the circle and, at the same time, lets go of the bat. The named player must run to the center and catch the bat before it falls to the ground. If he succeeds, he will be the "batonmaster", if he fails, he will return to his place. The center player cannot call the loser again until everyone else has played.
Finishing: the player who can stay the longest in the middle of the circle will win the game.
Comments (goals): attention, speed, visual-motor coordination, spatial-temporal organization, general dynamic coordination.

69-Crab Race
Formation: Players are on all fours on the ground, one behind the other.
Development: the coordinator will launch the challenge: “Who can reach the line marked on the ground? “Who can get to where I am? Participants must meet the challenges made.
Finishing: whoever manages to perform the most challenges wins the game
Comments (goals): attention, speed, motor coordination, general dynamic coordination.

70-Unravel the mummy
Material: newspaper sheets
Formation: one of the participants will be chosen to be the mummy, this one must lie down on the floor. Each participant will receive a sheet of newspaper to cover the mummy, without letting anything appear.
Development: At the coordinator's signal, participants must unravel the mummy, tearing, moving and looking at what's in it.
under the newspapers. The mummy will be immobile, waiting for an opportunity to catch someone, the participant who is caught by the mummy will become a mummy.
Ending: the game ends when the group's interest decreases.
Comments (goals): attention, speed, motor coordination, visual-motor coordination, tonic control, body schema.

71-Skein of wool
Formation: Students in a circle. Ball of yarn in the hand of a colleague.
Development: The colleague who has the ball of yarn winds the yarn around his finger while introducing himself to the class. When finished, he passes the ball to his colleague on his right, without cutting the thread, thus being attached to him. The classmate who received the skein does the same, and so on, until the skein reaches the first student to introduce himself. The class will be “tied up”, and the teacher will be able to make considerations about the fact that they are part of a group, a whole in which the actions of its members inevitably reflect on everyone. How to untie yourself? The skein will make the opposite sense, but as each one releases the thread of his/her finger, he should remember not his own presentation, but that of the colleague who preceded him. Students will notice how preoccupied they were with what they themselves intended to say, and how little they listened to the classmate. They should, however, make an effort to recompose the speech of the colleague and, if necessary, the others can help. This is a way for teachers and students to fix names and characteristics of a group, while at the same time drawing attention to the vicissitudes of belonging to a group.
Observations: one of the difficulty factors in implementing this game is the present sense of orientation required by lateralization. Small students have difficulty doing it. Another factor is the need to keep a close eye on so much information for a relatively long period of time. The alternative tried out to alleviate this problem is to form subgroups, with as many skeins of wool as there are subgroups.

72-Comes and Comes:
Formation: sitting on the floor in a circle; a student outside the circle, standing.
Development: the player outside the circle will run around and slap a teammate on the back saying “Come” or “Go”; the colleague who receives the hit must run after him if “Come” is said, or run in the opposite direction if “Go” is said, trying to take his place in the circle again. Whoever remains standing continues the game hitting another colleague and so on.
Finishing: when the group's interest in the game diminishes.
Comments (Objectives): To develop agility and spatial organization.

73- LUDIC CARRION Activities in Quintets
A little train will be formed by the quintet, which, at the first sign of the teacher, will move. At the second signal, the first four components lower themselves and the last one jumps over the others, until reaching the front to be the train's engineer, restarting the activity.

74- BALL, BALL, HELLO!
Students standing, forming a circle or semicircle. The teacher will demonstrate the activity in the following way: placing the left hand fully open at the level of your face, you should place the index finger of the right hand, on top (tip) of all the fingers of the left hand, repeating in each one of them the following refrain: little ball (little finger), little ball (indicator), little ball (largest of all), little ball (ring), after going through the entire protrusion (space) between the tip of the ring and the index finger, you should say "hi", and come back.
When you reach the little finger, you should place both hands (covertly) below the abdomen. The teacher, after the demonstration, will ask everyone to repeat the activity, each at once.
NOTE: Probably most will run it worrying about the sequence of the fingers and talking ball, ball, hi, no notice the fit of the hands, that is, whoever does the right sequence will hit the activity and, at the end, fit both hands below the abdomen. Create variations!

Sources: https://br.answers.yahoo.com/question/index? qid=20110222150342AAf3bDn

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  1. Célia Lages de Dousa in September 6, 2017 at 11:41

    I am living in the classroom the sad reality that children have to be literate before the age of seven. I see that the collection of the municipal network is very strict. Children are leaving play at a very early age and turning into a sick being, as most are not mature enough to learn to read and write.

    Answer
    • Dolores viveni kreusch in June 3, 2018 at 18:15

      I'm looking for play for preschool class recreation. Can someone help me?

      Answer

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