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HarmonyOS's lottery tickets have not been filled.

Stick to your nose

Draw an elephant with no nose on a piece of cardboard, and then draw an elephant on a piece of cardboard. Draw a white line 2 meters away from the elephant as the starting line.

At the beginning of the game, players stand outside the white line with their trunks in their hands, and then cover their eyes with towels. After blindfolding, go to the elephant, stand where you think you can touch the elephant, and then stick the trunk on the elephant's head only once (pictured). Stick your nose on the nose accurately and you can win 1 ticket.

Eye patch marking

Draw a line in two places 5 meters apart. Players stand in two lines, facing each other, each holding a cymbal in his left hand. At the beginning of the game, cover the player's eyes with a towel or a big skull. And then ordered to move forward. When they met, the sender ordered the cymbals to be struck. At the same time, the player hits the opponent's cymbal with his left hand and hits each 1 winning ticket.

Pull people to wrestle.

Action value: develop and improve the special arm strength of pull-ups.

Action method: two people stand relatively, with their feet offset and their hands pulling.

Then pull each other hard to see who can pull each other to their side. Pull the other side over, and the winner is king.

Note: when pulling, the feet on both sides should always be offset, and the position should not be moved, and the hands should not be released to avoid falling and injury. After practicing one arm, practice the other arm, two arms.

Pull up strength

Action value: develop and improve the special arm strength of pull-ups.

Action method: two people sit face to face, with their feet offset and their hands taut. Then two people pull back hard at the same time, and the one who pulls the other up wins.

Note: After listening to the unified password, both parties pull hard at the same time. When pulling each other, neither side should let go, and the one who lets go is a loser. It is best to practice on soft soil or grass.

Rope race

Action value: develop and improve the special arm strength of pull-ups.

Action method: two people stand face to face, draw a line in front of their feet, 50 to 60 cm apart, and hold a strong short rope at the same time. Then both of them pull hard at the same time, and the one who pulls the other side across the line wins.

Note: Both parties can only pull hard after hearing the unified password. Don't let go when pulling each other, lest you fall down. Whoever lets go is a loser.

Sit-ups are faster than sit-ups

Action value: develop the strength, speed and endurance of sit-ups.

Action method: Lie on your back with your hands and fingers crossed behind your head, knees bent, legs at right angles, and your feet supported by your partner. When moving, tuck in your abdomen and bend your back, sit up straight with your upper body leaning forward, with your elbows touching your knees, and then enter the supine preparation posture. During the competition, students count their feet, one person gives the order and counts the time. It can take 30 seconds to 1 minute. During this time, let's see who does more and wins more.

Note: you can do it on the bed or on the mat. During the game, the movements should be accurate, and the inaccurate movements are not counted. Listen to the command to start the game, and listen to the unified password to end.

Snow game-breaking through

It's very cold in winter in the north, and it often snows. Many schools are affected by climate change, which affects the normal outdoor physical education class. On the basis of general games, I created the game "Treading on Snow", which has good exercise effect and strong interest, and is very popular with students.

First, the role of the game

It is helpful to cultivate students' wit, courage and indomitable spirit, improve their sense of competition and group, and enhance their cardiopulmonary function and running ability.

Second, the game method

Divide the students into two equal teams, A and B, and decide the offensive team and the defensive team by drawing lots. If Team A is the defensive team, Team A will divide the players into two equal groups and stand on both sides of the rectangular field (as shown in the picture). Team B students stand behind the starting line, ready to "break through". When the teacher signaled the start of the attack, the team members of team B rushed to the finish line quickly. Team A players use homemade snowballs (or sandbags) to pitch to team B players. Players of team B who are hit will be eliminated even if they fail to break through the obstacles, and those who are not hit will be considered successful when they cross the finish line. Then switch offensive and defensive roles. Finally, let's see which team has the most people.

Third, the venue.

The pass is 15m wide and 25m long.

Fourth, the rules of the game

1 when the attacker breaks through the barrier, the front and rear players should keep a distance of 2-3 meters;

After being hit, the attacking players must voluntarily withdraw from the playing field from both sides, and may not cover the breakthrough of the players;

Defenders should throw snowballs out of the limit line.

The defender can only hit the attacker below the chest.

Five, teaching skills

This game can also be changed to time trial. Within the specified time, the attacking players can run back to the end of the team from the sidelines to continue to participate in the game. After the successful player scores (1 person clearance 1 minute), he can also run back to the end of the team from the sidelines to continue to participate in the game. Count the final score after the specified time, and then exchange the offensive and defensive roles.

Attack a city

The purpose of the game is to cultivate students' wit, courage and hard work.

Game method: Divide the class into two equal teams, A and B, and arrange the number of offensive players and defensive players of each team. After hearing the teacher's "start" signal, the attacking players of both sides try their best to reach each other's marching camp according to their own attack route, and then attack each other's base camp. The first party to contact the other party's headquarters wins. After the start of the game, the defenders of both sides can push or pull the other team out of their own path to make them out (judging from the position of the players' feet, it is safe as long as they step into the camp). When the opponent's attacker breaks into his base camp, the defender can expel him by pushing and hugging. At the same time, the attacker who enters the opponent's base camp can also expel his own defender in order to touch the opponent's headquarters. Referees are teachers and trainee students.

Rules of the game: 1 Both sides must hear the signal before they can act. Both sides are safe in the camp. The referee must announce the names of the athletes in time and prompt them to quit immediately. During the game, players can only push, pull and hug, and may not collide with each other. The offensive and defensive players of both sides can be interchanged.

Swimming games-interesting exercises to familiarize you with water.

In swimming teaching, students' balance in water can be further deepened by introducing interesting exercises. Swimming can distract students' nervousness about water and help them get familiar with water more quickly.

1, playing Dragon Ball

Methods: Divide several people into a group. Two or three groups grab the inflatable plastic ball or water polo in the water, and the ball holder passes the ball to his own group. The other groups defended the ball and compared which group held the ball for a long time.

Objective: To further master the technique of water balance and lying in water.

2. Picking up treasures underwater

Methods: Throw some small colored erasers in waist-deep water 5 meters away from the students. After the password is issued, students can get it as quickly as possible, only one at a time. After picking it up, go back to the original starting point and give it to the teacher to see who picked it up more. This game can be divided into two groups: fast and slow. Use rubber 10.

Objective: To enhance the ability of balance and observation in water.

3. Underwater guessing boxing

Method: Sit in pairs under the water. The water has no head, and it takes two out of three games to get out.

Objective: To consolidate breath-holding and breath-holding techniques.

Step 4 catch fish in the water

Methods: It was carried out in water. One man is a fisherman, and everyone is a fish. After the password was given, the fisherman began to catch fish, and he had to catch the fish by the waist. Then the roles are exchanged and the game continues. Note: Young students are not allowed to scratch their feet to avoid being kicked.

Objective: To be more familiar with water and strengthen the affinity with it.

Dayu. com

Game description:

1, at first, a classmate arrested people. When one person was arrested, they joined hands to form a "net" to continue the arrest.

2. Every time a person is caught in the net, another person will be added until everyone is caught, thus completing the game.

Fun game-"step on the cat"

First, the game method: when preparing, two people (or more people) face each other, with their feet standing back and forth, with the center of gravity between their feet; At the beginning of the game, two players decide the outcome by scissors, stones, cloth or guessing boxing. The winner will step on the opponent's foot with his front foot faster, and the loser will dodge quickly, but both sides can only move one foot or one step at a time. It can be played in turn or continuously;

2. Precautions: 1 When grouping, we should pay attention to the differences of different individuals' reactions, and take care of those with slow reactions; Before the game starts, it is necessary to clarify the meaning of the game and prevent malicious trampling.

National fitness game 12

China is a unified multi-ethnic country, and there are many interesting sports games among 56 ethnic groups. A group of national fitness games arranged or adapted here are more suitable for primary and secondary school students.

First, the rooster fights (Yi people)

Draw a circle with a diameter of 2 meters on the ground. The two players squatted in a circle and pushed each other with their hands. Whoever touches the opponent's hand and arm wins. The rule is not to stand, run, sit, hide in circles or step on the line, otherwise it will be judged as a mistake.

2. Elephant Tug of War (Tibetan)

Tie the two ends of a strong long rope together. Two people wrap the rope around their chests, pull the rope through the file, back to back, and put their hands on the ground. The host drew three lines on the ground in the middle, and the distance between the lines and the ground was 80 cm, aiming the red cloth on the hanging rope at the center line. After giving the order, imitate the elephant's movements, climb and pull each other, and pull the red cloth over your horizontal line first, which is the victory.

Third, wear a bag and throw it at jiaozi (Kazakh)

Choose grass, soft sand or mats as the playing field. Players put their legs in a sack (or snakeskin bag), and the mouth of the sack is tied to their waist with a rope. After giving the order, the two sides can only fall over each other by their upper limbs, which not only keeps balance, but also falls over each other. The postures are different and interesting.

Fourth, hens lay eggs (Mulao)

The number of people participating in the game should be 5 or 6. 1 People are hens, enter the middle of the circle, lunge with both hands on the ground, and guard the three small sandbags on the ground (representing eggs), while others are egg pickers. After giving the order, the egg catcher tries his best to take out the "egg", but he can't let the two legs of the "hen" touch, otherwise the activity will be suspended. Those who take more eggs within the specified time win, and those who can't finish taking "eggs" win.

Five, jump flowerpot (white)

By guessing boxing, it is determined that the two are "flower pots", sitting opposite each other, and the game begins. Use one leg, one hand and two legs, two hands and two legs to build obstacles with different heights in turn, so that everyone can run and jump in turn. Whoever touches the "flowerpot" is a mistake. Switch roles and then jump.

Six or three people hunt (Manchu)

3 people in each team, each carrying 1 basket. When preparing, they stand in a horizontal line with a distance of 10 meter, and pass the 1 small sandbag issued by the referee to anyone at will. After giving the order, the two sides rushed forward, using tactics such as transfer, attack and fast pass, and first put small sandbags into any basket of the other side, and scored one point. Then go back to their original place and move on after giving the order. The team that scores more points in the specified time wins. In this process, if the small sandbag falls to the ground and does not enter the basket, it can be thrown again in the game for an unlimited number of times.

Seven, dragon boat race (Manchu)

Five people in each group, arranged in a single row, stood at the back of the team as the helmsman, and five people held a 3-meter-long bamboo pole on both sides to form a dragon boat. After the order was given, Qi Xin and Qi Xin started from the starting point together, and whoever ran to the finish line without falling apart was the winner.

Eight, wear rattan ring (Li)

Divide the players into two groups: A and B. Party A rolls back and forth on the straight road with rattan rings in hand, and Party B stands behind the line 8 meters away on both sides of the straight road and throws it with thin bamboo poles and small sandbags with ropes. If he can cross the rattan ring (without touching it), he can score. Both sides have equal opportunities and exchange roles, and the one who scores more points wins in the end.

Nine, twist stick (Qiang)

Take a strong wooden stick about 1 m long. Two athletes each hold one end of a stick. After giving the order, they twisted each other hard in the opposite direction with their hands. The body is not allowed to touch the stick. The winner is to twist the stick for a week first.

Ten, pull out the waist (Hani)

Two people sideways embrace each other's waist, feet don't move. After giving the order, they tried their best to lift each other up in order to win by lifting each other's feet off the ground. You can use the best of three games system, and you can use the elimination system when there are many people.

XI。 Size (She nationality)

Two or five participants draw a circle with a diameter of 1.5m on the open space, and guess the fist first to decide the game order. At the beginning of the game, one person stood in the circle with a stick 1 foot long and hit a bamboo stick about 12 cm long with the stick. Others can rush ahead, and the person who receives the bamboo stick and the person who holds the bamboo stick exchange roles. If the bamboo stick is not received, you can pick it up and throw it into the circle. The person holding the bamboo stick can pick it up by hand or hit it with a bamboo stick again. If the bamboo stick is thrown into the circle, but it is not caught or hit, the player will switch roles with the stick holder. If the stick holders catch or hit the bamboo stick, they will get the actual size of 10 foot or the distance of the bamboo stick. In the appointed time, the one with more sizes wins.

Twelve, like a tiger's paw (wood labor)

Draw two parallel lines 50 cm apart on the ground. There are two people standing on one side of each line. After standing, their feet can't move, and then they stretch out their palms to cancel each other out. After giving the order, the two sides use clever force to push forward or backward, so that the other side's sole leaves its original position and scores.

Five "Hula Hoop" Games

Jumping meteor

Rules and methods of 1: Students form a circle with a diameter of 6 meters. A student stands in the middle, holding a hula hoop tied with a rope, turning his arm downward and clockwise (or changing direction). Speed can be fast or slow. The hula hoop should jump when it passes the feet of the players, and the players should not be touched by the hula hoop. If you encounter it, it will be considered a failure, and the people in the circle will continue to change.

Attention: concentrate, react quickly, bounce flexibly, jump high and stay in the air as long as possible.

Objective: To improve the jumping ability and quick response ability.

Second, drive a train.

Rules and methods of 1: four people form a single column, connect students in a row with hula hoops, run counterclockwise, catch up with the previous group of students, catch up with a "train", get 5 points, and catch up with the team with more "trains" within 1 minute to win. The size of the circle can be determined according to the venue and the number of students.

Note: you can't just rely on a circle to support your body. Students should put their hands on their shoulders and pay attention to safety.

Objective: To cultivate the ability of fast running and the collectivism spirit of hard struggle, unity and mutual assistance.

Third, cross the river.

Rules and methods of 1: Divide students into four groups, with a distance of10m, and stand face to face. The students in front of each group are holding two hula hoops. After the teacher gives the order, throw a hula hoop, then jump into it, put another hula hoop in front, then jump into the second hula hoop, turn around and pick up the first hula hoop and throw it forward, and so on.

Note: When throwing a hula hoop, you should not throw it too far. You should be within your own jumping ability, and your feet should never leave the circle, otherwise you should go back and start over.

Objective: To develop the ability of lower limb jumping and hand-foot coordination, and cultivate the spirit of being brave in struggle and striving for the upper reaches.

Fourth, catch pests.

Rules and methods of 1: Divide students into two groups. One group stands face to face in two straight lines, with a distance of 4 meters, and each person has two hula hoops. The other group jumped across the channel with their hands behind their backs. Students on both sides of the line use hula hoops to trap "pests" in the field, and each set gets one point, and the trapped "pests" will leave the field. Finally, compare the cumulative scores of which group.

Note: when the "pest" jumps, his feet jump together. He can't block the hula hoop with his hand.

Objective: To develop the jumping ability and quick response ability of lower limbs.

Rolling circle of verb (abbreviation of verb) "8"

Rules and methods of 1: each person has two hula hoops, one hula hoop pushes the other hula hoop to roll in the process of marching, changes the direction of the hula hoop around the venue, and shifts the center of gravity when turning.

Note: In practice, ask students to explore the hand strength when the position and direction of two contact circles change.

Objective: To develop physical coordination and improve the flexibility of the upper arm.