Current location - Health Preservation Learning Network - Slimming men and women - Physical education class warm-up game.
Physical education class warm-up game.
One: "Basketball and Table Tennis"

Method: Players form a circle. At the beginning of the game, the teacher appointed anyone to start the game counterclockwise or clockwise. The first man said, "Basketball!" "At the same time, make your hands look like table tennis. The second person should go on to say, "Ping-pong! "At the same time, make your hands look like basketball. This is done alternately. If someone makes a mistake, they must perform a program for everyone. Then start with the person who made the mistake and continue the game.

Rule: ① You must speak and gesture at the same time. (2) Before and after the pause between two people can't be too long, otherwise it is a failure.

Teaching suggestion: You can also play games by saying that you are tall and thin and doing actions with the opposite meaning.

Two: "queue practice".

Method: Players form a circle. At the beginning of the game, the teacher appointed anyone to start the game counterclockwise or clockwise. The first man said, "Attention!" "At the same time, behave at ease. The second person should go on to say, "At ease! "At the same time, let it pay attention to observation. . The third person should go on to say, "turn left!" " "Turn right at the same time. The fourth man went on to say, "Turn right" and turn left at the same time. This is done alternately. If someone makes a mistake, they must perform a program for everyone. Then start with the person who made the mistake and continue the game.

Rules: ① Words and actions must be carried out simultaneously. (2) Before and after the pause between two people can't be too long, otherwise it is a failure.

Three: "refers to the part."

Method: The player points the index finger to the tip of the nose. At the beginning of the game, players must give themselves seven passwords in succession, such as "eyes-ears-hair-mouth-eyebrows-teeth-throat" and so on. When giving each password, the index finger must point to the wrong part. As long as one of the seven passwords is consistent with words and deeds. Failed, the loser must perform a program for everyone.

Rule: the action must be clear and in place, otherwise it is a failure.

You can choose one of the following three methods. One-on-one competition, 2 wins and 3 times.

.2 Two people face each other, with their left and right feet and toes touching each other's toes, their arms bent on their chests, and their palms pressed forward against each other's palms. After the teacher blew the whistle, the two men pushed each other hard with one hand and forced each other's feet to move to win.

2.2 People face each other about two arms apart. After the teacher gave the order, the two men pushed each other's hands and made each other lose balance. Fake actions can be used in pushing each other.

3.2 Face to face, one step apart, lift your left foot, hold your left ankle with your left hand, and stand with your right foot. After the teacher gave the order, their right hands pushed each other, forcing the other left foot to land.

Method: Students jog along a circle. After the teacher gave the password of "group of several people", several people quickly put their hands together, and the redundant students failed.

Rules:

1. Keep your distance while running.

2. Effective combination of interrupt queues is allowed.

Requirements: quick response and active running.

Methods: All students walk counterclockwise. After counting to 1~4, each student remembers his number. When the teacher called "2", all the students on No.2 immediately ran forward to catch up with their companions before No.2, ran around and returned to their original positions.

Rules:

1. Chasing should be carried out outside the circle1~ 2m. No running or shuttling in the circle, no running away.

If you touch any part of the former, you will be caught, but don't slam your partner.

Question: Students who fail to catch up should keep a certain distance and don't hinder others from catching up.

Methods: The whole class stood in a circle, 1~2 counted off and jogged counterclockwise.

When the teacher shouted "1", all the numbers "1" stopped and stood where they were, and "2" students ran around the numbers "1" in an "s" shape. When the teacher calls "2", the "2" students stop and stand still, and "1" students run around "2" in an "S" snake shape.

Rules:

1. After dialing a certain number, students are not allowed to run forward.

2. Do not change the speed and do not surpass the former.

3. The person who stops standing shall not intentionally stop the runner.

Requirements: Pay attention to the signal, start and stop quickly, and keep the interval.

Methods: Everyone used a skipping rope to form a loop on the ground, and the loops were randomly distributed within the specified range, but the distance between the loops was at least 1 m. The teacher is wireless and has no swinging coil. Under the guidance of the teacher, we began to do various preparatory activities on the channel between the circles. When the teacher suddenly issued a password, the teacher and the students immediately grabbed each other, and those who didn't occupy the circle failed.

Rules:

1. When preparing for activities during the parade, you are not allowed to cross the circle.

2. The senior circle is a profession.

3. Personal fouls such as pushing and squeezing are not allowed when preempting.

Requirements: Always pay attention to the operator's movements when doing exercises.

Methods: The teacher stood in the center of the circle. The students marched counterclockwise. When the teacher raised his hand, the students stood on tiptoe; Teachers raise their hands and students walk short; When the teacher raises his right hand sideways, the students face the center of the circle and jump side by side to the right. The teacher raises his left hand sideways, and the students face the center of the circle and make a step jump to the left.

Rule: always look at the teacher when you do the action, and don't imitate others.

Requirements: quick response, quick and correct conversion.

Note: when doing it the second time, the teacher's action remains the same, but the student's action is reversed, that is, the teacher raises his hand and the student takes a small step; The teacher raised his hand and the students stood on tiptoe; The teacher raises his right hand sideways, and the students face the center of the circle and jump to the left step by step; The teacher raised his left hand sideways and the students did it in turn.

Release relay

1. Competition preparation: Choose a basketball court, prepare two 70cm-long ropes, tie a knot at both ends of each rope and put them on the ground on both sides of the center line.

Second, the game method: divide the players into two teams with equal numbers. Each team sends one person to stand on both sides of the same end line, and the rest of the students stand behind the other end line in a row. After the game password is issued, two rows of heads run to the center line, and two thumbs reach into the circle at the end of the rope and hold it well. After the left (right) leg is inserted into the rope from the outside of the left (right) arm, the right (left) hand winds the rope from the beginning to the back and pulls out the right (left) leg. After putting the rope back in its original position, run to the opposite end line, hold hands with your partner (hook the opposite hand), and then pull out your right (left) leg to take over the original task. The original man ran back to the starting point, high-fived the second man and rested at the end of the line. The second person does the same thing after receiving the high-five signal. In this order, the first team to finish.

To win.

Third, the rules of the game: 1, no game password or high-five signal, the judgment is invalid.

2, according to the prescribed order, action specification.

Fourth, teaching suggestions: 1. When playing games, boys and girls should be separated.

2. Suitable for junior high school students.

Building railway

First, the game preparation:

Draw a starting line on the field, and insert four small flags (depending on the number of people in the team) at a distance of 2-3 meters in front of the line. Put a solid ball 25 meters in front of the flag and take some in gymnastics. As shown in figure 1-4 1:

Second, the game method:

Divide the contestants into four equal teams, each holding a gymnastics stick and standing behind the starting line. After the referee gave the order, the first person of each team ran to the flag with a gymnastics stick, put the gymnastics stick on the ground as a "sleeper" or "rail", then ran forward quickly, bypassed the solid ball and ran back to the team, patting the second person's hand and standing at the end of the team; The second man ran across the flag, put the gymnastics stick on the road like his predecessors, and ran back to clap the third man's hand. In this way, in the end, the fast, neat and good team built by the railway won.

Third, the rules of the game:

1. A well-built "railway" is like a railway. It is a mistake to put it wrong or not.

2. The latter person needs to give a high five to the former person to run.

Fourth, teaching suggestions:

1. The railway construction method is not specified, and players can design and build it by themselves.

2. After the completion of the railway, players can also form a column, with their left hands on their shoulders and their right hands holding the former's right elbow.

Starting from the starting line, the team leader ran to the red flag, picked it up and lifted it forward. The rest of the team imitated the wheel rotation with their right hands, bypassed the solid ball and ran back to the starting point through the railway line. Go back to the starting point first, and the orderly team wins.

sow seeds

(a) the purpose of the game:

Develop students' speed and agility, and cultivate their speed and coordination ability.

(2) Preparation:

1. Draw five circles with a diameter of 1m at the center and four corners of the volleyball court or basketball court.

2. There are 8 small sandbags, 4 in each group, placed in two middle circles respectively.

(3) the game:

Teachers can divide students into two equal teams, each team facing the field and standing outside the center of the two end lines.

At the beginning of the game, after hearing the teacher's order, the team leader ran to the middle circle and picked up a sandbag, stepping on it and putting it in the circle1; Then go back to the middle circle and get another sandbag. Put sandbags in circle 2 as before, and so on. After putting four sandbags in the middle circle, run back to the team, clap the second hand and stand at the end of the team. The second man carried the sandbags to the center circle one by one in the previous order and ran back to the team. The teams split up and take them back in turn. The team that finishes first wins.

(4) Rules of the game:

1. sandbags must be put in the circle and are not allowed to be thrown. If you don't put it in, you must put it in place to continue to put it down.

2. Every time you take and put sandbags, you should walk into the circle with one foot.

3. When changing people, you must give a high five before the second person can start.

(5) Suggestions on teaching methods:

1. sandbags and laps can be increased or decreased appropriately.

2. What kind of footwork is adopted can be changed according to the situation.

Touch the ball and chase people.

(a) the purpose of the game:

Train students to start and stop quickly, and develop their speed and flexibility.

(2) Preparation:

1. Draw a center point on the site, take this point as the center of the circle, and then draw an equilateral triangle 3 meters away from the corner top.

2. A solid ball, placed in the center of the triangle.

3.3 grenades or other posts, placed on the corners of the triangle.

(3) the game:

Teachers can divide students into three equal teams, A, B and C. Each team faces the center of a column and stands two meters behind the corner post or Grenade.

At the beginning of the game, each team stood at the top corner, ready to start. After the teacher gave the order, each group leader ran and touched the ball according to the prescribed route; If Team A chases Team B, Team B chases Team C and Team C chases Team A, the team will get 1 point before running back to its original place and then standing at the end of the team; The second student does the same thing until the whole team finishes, and the team with more points wins.

(4) Rules of the game:

1. When chasing, you must run around the post and touch the ball according to the regulations.

Don't let the ball roll when touching it. If the ball is moved, it must be put back in place to continue running.

(5) Suggestions on teaching methods:

The triangle of this game can be changed into quadrilateral, pentagon and so on. And divide the team according to the number of angles to increase the number of people in the game.

Shuttle operation

Objective: To cultivate flexibility and judgment.

Preparation: a venue.

Methods: Divide the students into two equal groups, A and B. The two groups stand in a row, two meters apart.

At the beginning of the game, Team B kept changing direction and doing positioning exercises according to the teacher's movements. Players of Team A make a curve shuttle run from everyone of Team B. When all the players of Team A pass, the two teams exchange tasks at the same time.

Rule: Team B players must do uniform exercises according to the teacher's movements, and they must not deliberately attack Team A players. When a player passes, he shall not touch a player of the second team. If he touches it once, he will lose 1 point. But if it is difficult to pass, you can temporarily stop and wait for action. The player with less negative points wins.

Goal: develop speed, agility and strength.

Preparation: 15-20m square field.

Methods: Students of 1/3 were chosen as pursuers, and the rest were pursued. In the venue, a circle with a diameter of 1.5 meters was designated as a restricted area. After the start, the pursuer will send the pursued person to the restricted area. Those who are not caught can beat with their hands, try to avoid the pursuers and rescue the people in the restricted area.

Rule: The chaser was caught taking pictures with his hands. People in the restricted area are not allowed to leave on their own.

Circular curve operation

Objective: To improve running ability.

Preparation: Students form a circle hand in hand.

Methods: Students were divided into group A and group B, and they did "obstacle" and curve running in turn. Do all kinds of exercises according to the prescribed number of laps and requirements, and the group with the least time to run back to the original position wins. The two groups do exercises alternately, and the difficulty can be increased or decreased according to the situation.

Rule: 1. Obstacles should stand on a circle.

2. Runners in corners should do various exercises as needed.

Listen to signal

Objective: To cultivate sensitivity.

Preparation: Volleyball court or open space.

Methods: Students were divided into two groups, group A and group B. ..

At the beginning of the game, the teacher blew the whistle and then timed it. Team a chases team b, the teacher whistles twice, and team b takes pictures of team a in turn. All the students stood still when the teacher whistled for the third time. When the game goes on for a certain time, the player wins by taking more photos of his opponent. When calculating the collective score, add up the individual scores of each team, and the team with more scores wins.

Rule: You must hear the teacher's whistle before you can do the prescribed action. Those who escape must run in the specified area, and those who overstep must take photos and be punished.

Call sb

Objective: To develop speed and reaction ability.

Preparation: Draw a circle with a diameter of 10 meter on the open space.

Methods: Students stand in a circle and count down 1-4 from the front row, asking everyone to remember their numbers.

At the beginning of the game, everyone jogs along the circle in the specified direction. When the teacher shouted "A" during the running, the number of people immediately left the team and sprinted forward along the circle to catch up with the same number in front. Touch the person with the same number before running back to the original position to get 1 point. If you can't catch up, run to the original position and start again, you will return to the team.

Rule: Chasers must run outside the circle. Don't stop if you don't hear the horn.

Circular relay

Goal: speed of development.

Preparation: Draw a circle with a diameter of10m on the site.

Methods: Students were divided into two groups, with equal numbers in each group. The first person in each group stood together and made a good starting posture after running the line. After hearing the teacher's password, start quickly and run counterclockwise. When the opposing team members ran across the starting line, the second member of our team went outside the circle and stood behind the starting line, ready to start. When the runner touches the relay hand, the relay starts quickly and goes on in turn, and finally 1 person reaches the starting line of the team first to win.

Rule: It is a foul to step on or enter the circle when running. Those who steal the run but don't have a chance to shoot, let them start over. Standing at the starting line too early and affecting another runner is a foul.

Snake war

Objective: To cultivate sensitive quality.

Preparation: According to the number of students, divide them into several groups evenly, so that each group is between 5- 10.

Methods: Each group stood in a row, and the person behind hugged the waist of the person in front to form a whole.

After the order to start the game is given, there will be scuffles between groups. If one group catches the tail of another group, the caught group will be eliminated immediately. Finally, the group that didn't catch the tail was the winner.

Rule: When you are caught by the tail, you are eliminated. When the snake's waist is not in line, it is useless for the leader to catch another group of tails.

Solve key problems

The purpose of the game: to develop agility and speed. Cultivate the spirit of overcoming difficulties and the ability to judge time and space.

Game method: Draw two parallel lines 25 meters apart, draw a 3-meter-long parallel line every 5 meters in the middle, and draw a circle with a diameter of 2 meters at one end of each short line. Divide the students into 4-6 equal groups; In the first round of the competition, the first team will keep the "off" first, and every two "off" teams will hold a long rope and stand at the appropriate positions at the two ends of the four short lines to form four defensive "off", and the rest will take over the referee's work; The second, third and fourth teams stand behind the horizontal line at one end of the field.

At the beginning of the game, all the "customs" began to shake the rope in the same direction and count off at the same time, counting to 5! At this time, the second team began to tackle key problems. The researchers can pass through the shaking long rope in various ways (such as jumping and running under the rope) without being touched by the rope, and those who safely cross the four "passes" will get 1 minute; If you encounter a long rope when attacking Guan, you should quit the game and stand in the small circle next to Guan. After the second team is finished, stand behind the other end line; Then three or four teams attack "passing the ball" in turn, and the team with more scores ranks first, and the above is a round of competition. You can also play a round robin, calculate the scores of each team, and let the team with more scores or the person who attacks the "pass" win.

Rules of the game: the rope shaker must shake the rope according to the specified direction, amplitude and appropriate rhythm, and must not change the rope shaking speed; The rope shaker counts to "5!" At that time, the team attacking "Guan" must attack "Guan" in time and must not delay time. Key people must not bypass the "off" in the past.

Step on the shadow

The purpose of the game is to cultivate students' ability to run quickly and react quickly.

Game mode: Every two students are free to form a team and play games in the designated area. One student dodged while running, and the other student stepped on the shadow on the running classmate's head, and exchanged after stepping on it.

Rules of the game: 1. Activities must be carried out in the designated activity area.

2. When stepping on the shadow, you can only step on the shadow on the head of the running classmate.

Students who step on the shadow are not allowed to pull running students with their hands.

Biff and Baff are missing.

The purpose of the competition is to develop students' fast running quality, coordination and dodge ability, improve students' cardiopulmonary function and cultivate team members' spirit of unity and cooperation.

Venue equipment: a flat ground the size of a basketball court.

Game method: Divide (boys or girls) into two equal teams, and both sides guess fists to decide the roles of fishermen and fish. Fishermen must net more than three people to fish, and fishing is not allowed. Fish run freely in the designated field, and the fish basket is located in the corner of the field. The caught fish won't run away in the fish basket.

Rules of the game: 1, the fish that swims out of the field is caught by fishermen, and the fishermen catch it in the fish basket.

2. When one or two fishermen catch fish, the fish can refuse to catch fish and tell the referee not to count.

3. The competition adopts the best of three games system.

Competition penalty: two campus songs ordered by the defeated duet to win.

Game suggestion: expand the venue, and the fish not caught can save the fish caught (both sides can clap their hands) to increase the amount of exercise.