Name matching games


Matching Name Game - Etsy.de

Etsy is no longer supporting older versions of your web browser in order to ensure that user data remains secure. Please update to the latest version.

Take full advantage of our site features by enabling JavaScript.

Find something memorable, join a community doing good.

(466 relevant results)

How to Make Name Activities with Free Printable Name Cards

Name activities can help kids get to know each other at the beginning of the year. Use my templates to make your own name-matching game and use them for a variety of literacy activities with your kids.

A set of name matching cards is a great tool to help kids become familiar with each other at the beginning of the year. You can also use them for many sorting and letter activities.  Make your own set of name matching cards for name activities for preschool using the two templates below.

Supplies

To make name matching cards you will need the following supplies:

  • square digital photos of each child
  • white printing paper
  • colored paper or card stock
  • square picture template document (Word file)
  • name grid template document (editable PDF)
  • laminator

The Picture Template

If you want to include photos of your kids for this activity, I have created a template that easily prints the pictures in the correct size.   But….before using the template, you will need to have square pictures of your kids.   I set my phone to take a square picture, then I transfer those to my laptop via Dropbox.

The square picture template is a Word file.  When you open it up. you will see a bunch of smiley faces on a grid.  Right-click on a smiley face, select the “change picture” option, and then select one of your square pictures from your Dropbox or from the files on your computer.  Once you make the selection, the smiley face will automatically (or magically) switch to your selected picture.

When you are done adding all of your pictures to the template, print two copies and cut out all of the pictures.

The Name Grid

Next, you need to print squares with each kid’s name on them.  Again, I made a template to help you out.  The name grid template is an editable PDF file.  You can add names to the document by clicking on the blue rectangle in the middle of each square and typing in the names of your children.  Again…print two copies and cut them out.  I like to print the names onto cardstock so that sneaky kids can’t see through the paper.   To get your copy of the name grid and the square picture document, click on the link below:

Name Matching Activity Download

Occasionally, people experience trouble with the editable documents.  Most of the time, those issues can be resolved by using the most recent version of Adobe Acrobat Reader.  If you experience a problem, check out this troubleshooting guide.

Assemble the Name Matching Activity

To complete the matching cards, attach a picture to the back of each name square with a glue stick or double-stick tape.  Laminate the cards for durability and cut them out.  You may also be able to attach the name squares and pictures to blocks or other items to make name matching blocks.   A few years ago I used solid surface countertop sample squares to make name matching blocks.  If you have connections to get some of those….they were awesome!

Name Activity Ideas

Simple Picture Matching – Kids enjoy looking at pictures of themselves and their friends.  Spread all of your cards out on a table or on the floor with the picture sides up.  Ask kids to find the picture pairs.

Simple Name Matching – Spread the cards out with the name side up and ask kids to find the matching names.  They can turn the cards over to look at the pictures to check their match and to help them read the name on the card.

Sorting by Picture–  Kids can sort the pictures by boys/girls, hair color, or clothing color.

Sorting by Name – Kids can sort the names by the first letter, or by all the names with a particular letter.  If you focus on a particular letter each week, sorting the name matching cards by letter could be a great way to reinforce the letter of the week.

It is definitely worth the time to make a set of name matching cards because kids enjoy using them again and again.  I would love to hear how you use the cards for name activities in your home or classrooms.

More Name Activities From the Store

Find additional hands-on name activities in my store.   Click on the images below to check them out.

Word games • Arzamas

You have Javascript disabled. Please change your browser settings.

Children's room ArzamasMaterials

Materials

Arzamas for classes with schoolchildren! A selection of materials for teachers and parents

Everything you can do in an online lesson or just for fun

Cartoons are festival winners. Part 2

Tales, parables, experiments and absurdity

Guide to Yasnaya Polyana

Leo Tolstoy's favorite bench, greenhouse, stable and other places of the museum-estate of the writer worth seeing with children Migrants: how to fight for their rights with the help of music

Hip-hop, carnival, talking drums and other non-obvious ways

Old records: fairy tales of the peoples of the world

We listen and analyze Japanese, Italian, Scandinavian and Russian fairy tales

Video: ISS commander asks a scientist about space

Lecture at an altitude of 400 kilometers

How to make a movie

Horror film, comedy and melodrama at home

The most unusual animation techniques from sunflowers, cartoons and VR spices

Play the world's percussion instruments

Learn how the gong, marimba and drum work and build your own orchestra

How to put on a show

Shadow theatre, reading and other home theater options for children

Soviet puzzles

Solve children's puzzles of the 1920s-70s

22 cartoons for the little ones

What to watch if you don't have six

From "Wild Dog Dingo" to 904 "Timur and his team" 9003 What do you need 9003 to know about the main Soviet books for children and teenagers

A guide to children's poetry of the 20th century

From Agnia Barto to Mikhail Yasnov: children's poems in Russian

10 books by artists

Pages made of tracing paper - Milanese fog, and binding between reality and fantasy

How to choose a modern children's book

"Like Pippi, only about love": explaining new books through old ones

Word games

"Hat", "telegrams", "MPS" and other old and new games

Games from classic books

What the heroes of the works of Nabokov, Lindgren and Milne play

Plasticine animation: the Russian school

From Plasticine Crow to Plasticine Sausage

Cartoons - winners of festivals

Brave Mom, My Strange Grandpa, A Very Lonely Rooster and others

Non-fiction for children

How a whale’s heart beats, what’s inside a rocket and who plays the didgeridoo — 60 books about the world around

Guide to foreign popular music

200 artists, 20 genres and 1000 songs that will help you understand the music of the 1950s-2000s

Cartoons based on poems

Poems by Chukovsky, Kharms, Gippius and Yasnov in Russian animation

Home games

Shadow theater, crafts and paper dolls from children's books and magazines of the 19th–20th centuries

Books for the smallest

Modern literature from 0 to 5: read, look at, study

Puppet animation: Russian school 9004

Crow in Love, Devil No. 13, Lyolya and Minka and other old and new cartoons

Smart coloring books

Museums and libraries offer to paint their collections

Reprints and reprints of children's books

Favorite fairy tales, stories and magazines of the last century, which you can buy again

What you can hear in classical music

Steps on ice, the voice of the cuckoo and the sounds of the night forest in the great compositions of the 18th-20th centuries

Soviet educational cartoons

Archimedes , dinosaurs, Antarctica and space — popular science cartoons in the USSR

Logic puzzles

Solve the argument of the wise men, make a bird out of a shirt and count the kittens correctly

Contemporary children's stories

The best short stories about grandmothers, cats, spies and knights

How Russian lullabies work

We explain why a spinning top is scary and why you shouldn't lie down on the edge. Bonus: 5 lullabies by Naadya

Musical fairy tales

How Tchaikovsky, Rimsky-Korsakov and Prokofiev work with the plots of children's fairy tales

Armenian School of Animation

The most rebellious cartoons of the Soviet Union

The Dina Goder Cartoon Collection

The Program Director of the Big Cartoon Festival advises what to watch with your child

Cartoons about art

How to tell children about Picasso, Pollock and Tatlin using animation

40 fire and who has a sieve in his nose: riddles from "Chizh", "Hedgehog" and books by Marshak and Chukovsky

Yard games

"Traffic light", "Shtander", "Kolechko" and other games for a large company

Poems that are interesting to learn by heart

What to choose if you were asked to learn a poem about mother, New Year or autumn

Old audio performances for children

Ole Lukoye, Gray Sheika, Cinderella and other interesting Soviet Recordings

Cartoons with classical music

How animation works with the music of Tchaikovsky, Verdi and Glass

How children’s rhymes work

“Ene, bene, slave, kvanter, manter, toad”: what does it all mean

"Hat", "telegrams", "MPS" and other games that require almost nothing but company and a desire to have a good time

Author Lev Gankin

Primer “A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Oral games

Associations

Game for a big company. The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Upon returning, the player asks the others questions - what flower do you associate this person with, what vehicle, what part of the body, what kitchen utensils, etc. - in order to understand who is hidden. Questions can be very different - this is not limited by anything other than the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts. If the company is small, you can expand the circle of mutual acquaintances who are not present at that moment in the room, although the classic version of "associations" is still a hermetic game.

Game of P

A game for a company of four people, an interesting variation on the "hat" theme (see below), but does not require any special accessories. One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter "p" (any, except for the same root). That is, the word "house" will have to be explained, for example, as follows: "I built - I live." If you couldn’t guess right away, you can throw up additional associations: “building, premises, space, the simplest concept ...” And at the end add, for example, “Perignon” - by association with Dom Perignon champagne. If the guessers are close to winning, then the facilitator will need comments like “about”, “approximately”, “almost right” - or, in the opposite situation: “bad, wait!”. Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

Lectures for children on this topic:

Course of lectures for children about the languages ​​of the world

How many languages ​​in the world, how do they differ and how are they similar to each other

Course of lectures for children about strange and new words of the Russian language

Why do linguists study jargon, parasitic words and speech errors

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Say the Same Thing

An upbeat and fast-paced game for two, named after a video clip by the inventive rock band OK Go, from which many people learned about it (the musicians even developed a mobile application that helps to play it from a distance, although it is currently unavailable). The meaning of the game is that on the count of one-two-three each of the players pronounces a randomly chosen word. Further, the goal of the players is, with the help of successive associations, to come to a common denominator: for the next time, two or three, both pronounce a word that is somehow connected with the previous two, and so on until the desired coincidence occurs. Suppose the first player said the word "house" and the second player said the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say "store". But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since it’s impossible to repeat - neither the store nor the refrigerator will fit, and you will have to think, say, before "refrigerator" or "IKEI". If the original words are far from each other (for example, "curb" and "weightlessness"), then the gameplay becomes completely unpredictable.

Characters

A game for the company (the ideal number of players is from four to ten), which requires from the participants not only good imagination, but also, preferably, a little bit of acting skills. As usual, one of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain "b", "s" or "b" do not fit). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word. Imagine, for example, that a company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will be with indoor, the second - t erpel, the third - a secondary, the fourth - p asylum, the fifth - and mane and sixth - to ovary. The returning player is greeted by a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image. The only condition is that as soon as the presenter pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Recognize the song

A game for a company of four to five people. The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each word. For example, the song “Let there always be sun” is guessed: one player gets the word “let”, the second - “always”, the third - “will be”, the fourth - “sun”. The host returns and begins to ask questions - the most varied and unexpected: "What is your favorite city?", "Where does the Volga flow?", "What to do and who is to blame?". The task of the respondents is to use their own word in the answer and try to do it in such a way that it does not stand out too much; you need to answer quickly and not very extensively, but not necessarily truthfully. Answers to questions in this case can be, for example, “It’s hard for me to choose one city, but let today it will be Rio de Janeiro" or "Volga - into the Caspian, but this does not happen always , every third year it flows into the Black". The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

Tip

A game for four people divided into pairs (in principle, there can be three or four pairs). The mechanics is extremely simple: the first player from the first pair whispers a word (a common noun in the singular) into the ear of the first player from the second pair, then they must take turns calling their associations with this word (in the same form - common nouns; cognate words cannot be used ). After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed - and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move. For example, suppose there are players A and B on one team, and C and D on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair of C and D scores a point, but if he says, for example, "youth", then the move goes to player A, who, using the word "age" suggested by C (but discarding the irrelevant to the case "youth" from D), says to his partner B: "age, man." Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that it is about the age when boys turn into men), then C, to whom the move suddenly returned, will say " age, man, eightieth birthday”, and here, probably, “old man” will be guessed. In one of the variants of the game, it is also allowed to "shout": this means that, having suddenly guessed what was meant, the player can shout out the option not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point. They usually play up to five points.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
IPU

Game for a big company. Here we are forced to warn readers that, having seen this text in full, you will never be able to drive again - the game is one-time.

Spoiler →

First, the player who gets to drive leaves the room. When he returns, he must find out what MPS means - all that is known in advance is that the bearer of this mysterious abbreviation is present in the room right now. To find out the correct answer, the driver can ask other players questions, the answers to which should be formulated as “yes” or “no”: “Does he have blond hair?”, “Does he have blue eyes?”, “Is this a man?”, “He in jeans?", "Does he have a beard?"; moreover, each question is asked to a specific player, and not to all at once. Most likely, it will quickly become clear that there is simply no person in the room who meets all the criteria; Accordingly, the question arises, according to what principle the players give answers. "Opening" this principle will help answer the main question - what is MPS. The Ministry of Railways is not the Ministry of Communications at all, but m oh p equal s seated (that is, each player always describes the person sitting to his right). Another option is COP, to then about answered n last (that is, everyone talks about who answered the previous question).

Contact

A simple game that can be played with a group of three or more people. One thinks of a word (noun, common noun, singular) and calls its first letter aloud, the task of the others is to guess the word, remembering other words with this letter, asking questions about them and checking if the presenter guessed. The facilitator's task is not to reveal the next letters in the word to the players for as long as possible. For example, a word with the letter "d" is guessed. One of the players asks the question: “Is this by chance not the place where we live?” This is where the fun begins: the host must figure out as quickly as possible what the player means and say “No, this is not“ house ”” (well, or, if it was a“ house ”, honestly admit it). But in parallel, other players also think the same thing, and if they understand what “house” means before the leader, then they say: “contact” or “there is contact”, and start counting up to ten in chorus (while the count is going on, the presenter still has a chance to escape and guess what it is about!), and then they call the word. If at least two matched, that is, at the expense of ten they said “house” in chorus, the presenter must reveal the next letter, and the new guesser version will already begin with the now known letters “d” + the next one. If it was not possible to beat the host on this question, then the guessers offer a new option. Of course, it makes sense to complicate the definitions, and not ask everything directly - so the question about "home" would sound better like "Is this not where the sun rises?" (with a reference to the famous song "House of the Rising Sun" by The Animals). Usually, the one who eventually gets to the searched word (names it or asks a question leading to victory) becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Writing games

Encyclopedia

Not the fastest, but extremely exciting game for a company of four people - you will need pens, paper and some kind of encyclopedic dictionary (preferably not limited thematically - that is, TSB is better than a conditional "biological encyclopedia"). The host finds a word in the encyclopedia that is unknown to anyone present (here it remains to rely on their honesty - but cheating in this game is uninteresting and unproductive). The task of each of the players is to write an encyclopedic definition of this word, inventing its meaning from the head and, if possible, disguising the text as a real small encyclopedic article. The presenter, meanwhile, carefully rewrites the real definition from the encyclopedia. After that, the “articles” are shuffled and read out by the presenter in random order, including the real one, and the players vote for which option seems most convincing to them. In the end, the votes are counted and points are distributed. Any player receives a point for correctly guessing the real definition and one more point for each vote given by other participants to his own version. After that, the sheets are distributed back and a new word is played out - there should be about 6-10 of them in total. You can also play this game in teams: come up with imaginary definitions collectively. The game "poems" is arranged in a similar way - but instead of a compound word, the host selects two lines from some little-known poem in advance and invites the participants to add quatrains.

Game from Inglourious Basterds

A game for a company of any size that many knew before the Quentin Tarantino film, but it does not have a single name. Each player invents a role for his neighbor (usually it is some famous person), writes it on a piece of paper and sticks the piece of paper on his neighbor's forehead: accordingly, everyone sees what role someone has, but does not know who they are. The task of the participants is, with the help of leading questions, the answers to which are formulated as “yes” or “no” (“Am I a historical figure?”, “Am I a cultural figure?”, “Am I a famous athlete?”), to find out who exactly they are. In this form, however, the game exhausts itself rather quickly, so you can come up with completely different themes and instead of famous people play, for example, in professions (including exotic ones - "carousel", "taxidermist"), in film and literary heroes (you can mix them with real celebrities, but it’s better to agree on this in advance), food (one player will be risotto, and the other, say, green cabbage soup) and even just items.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Bulls and cows

A game for two: one participant thinks of a word, and it is agreed in advance how many letters should be in it (usually 4-5). The task of the second is to guess this word by naming other four- or five-letter words; if some letters of the named word are in the hidden one, they are called cows, and if they have the same place inside the word, then these are bulls. Let's imagine that the word "eccentric" is conceived. If the guesser says “dot”, then he receives an answer from the second player: “three cows” (that is, the letters “h”, “k” and “a”, which are in both “eccentric” and “dot”, but in different places). If he then says "head of head", he will no longer get three cows, but two cows and one bull - since the letter "a" in both "eccentric" and "head" is in the fourth position. As a result, sooner or later, it is possible to guess the word, and the players can change places: now the first one will guess the word and count the bulls and cows, and the second one will name his options and track the extent to which they coincide with the one guessed. You can also complicate the process by simultaneously guessing your own word and guessing the opponent's word.

Intellect

Writing game for the company (but you can also play together), consisting of three rounds, each for five minutes. In the first, players randomly type thirteen letters (for example, blindly poking a book page with their finger) and then form words from them, and only long ones - from five letters. In the second round, you need to choose a syllable and remember as many words as possible that begin with it, you can use single-root ones (for example, if the syllable "house" is selected, then the words "house", "domra", "domain", "domain", "brownie", "housewife", etc.). Finally, in the third round, the syllable is taken again, but now you need to remember not ordinary words, but the names of famous people of the past and present in which it appears, and not necessarily at the beginning - that is, both Karamzin and McCartney will fit the syllable "kar" , and, for example, Hamilcar. An important detail: since this round provokes the most disputes and scams, game participants can ask each other to prove that this person is really a celebrity, and here you need to remember at least the profession and country. Typical dialogue: "What, you don't know Hamilcar? But this is a Carthaginian commander!” After each round, points are counted: if a particular word is the same for all players, it is simply crossed out, in other cases, players are awarded as many points for it as the opponents could not remember it. In the first round, you can still add points for especially long words. Based on the results of the rounds, it is necessary to determine who took the first, second, third and other places, and add up these places at the end of the game. The goal is to get the smallest number at the output (for example, if you were the winners of all three rounds, then you will get the number 3 - 1 + 1 + 1, and you are the champion; less cannot be purely mathematical).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Frame

A game for any number of people, which was invented by one of the creators of the Kaissa chess program and the author of the anagram search program Alexander Bitman. First, the players choose several consonants - this will be the frame, the skeleton of the word. Then the time is recorded (two or three minutes), and the players begin to “stretch” vowels (as well as “й”, “ь”, “ъ”) onto the frame to make existing words. Consonants can be used in any order, but only once, and vowels can be added in any number. For example, players choose the letters "t", "m", "n" - then the words "fog", "cloak", "mantle", "coin", "darkness", "ataman", "dumbness" and other. The winner is the one who can come up with more words (as usual, these should be common nouns in the singular). The game can be played even with one letter, for example, "l". The words “silt”, “lay”, “yula”, “aloe”, “spruce” are formed around it, and if we agree that the letter can be doubled, “alley” and “lily”. If the standard "framework" is mastered, then the task may be to compose a whole phrase with one consonant: a textbook example from the book by Evgeny Gik - "Bobby, kill the boy and beat the woman at the baobab."

Chain of words

Game for any number of players. Many people know it under the name "How to make an elephant out of a fly", and it was invented by the writer and mathematician Lewis Carroll, the author of "Alice". The “chain” is based on metagram words, that is, words that differ by only one letter. The task of the players is to turn one word into another with the least number of intermediate links. For example, let's make a "goat" from a "fox": FOX - LINDE - PAW - KAPA - KARA - KORA - GOAT. It is interesting to give tasks with a plot: so that the “day” turns into “night”, the “river” becomes the “sea”. The well-known chain, where the "elephant" grows out of the "fly", is obtained in 16 moves: FLY - MURA - TURA - TARA - KARA - KARE - CAFE - KAFR - MURDER - KAYUK - HOOK - URIK - LESSON - TERM - DRAIN - STON - ELEPHANT (example of Evgeny Gik). For training, you can compete in the search for metagrams for any word. For example, the word "tone" gives "sleep", "background", "current", "tom", "tan" and so on - whoever scores more options wins.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Hat

A game for a company of four people, requiring simple equipment: pens, paper and a “hat” (an ordinary plastic bag will do). Sheets of paper need to be torn into small pieces and distributed to the players, the number of pieces depends on how many people are playing: the larger the company, the less for each. Players write words on pieces of paper (one for each piece of paper) and throw them into the "hat". There are also options here - you can play just with words (noun, common noun, singular), or you can play with famous people or literary characters. Then the participants are divided into teams - two or more people each; the task of each - in 20 seconds (or 30, or a minute - the timing can be set at your own choice) to explain to your teammates the largest number of words arbitrarily pulled out of the "hat", without using the same root. If the driver could not explain a word, it returns to the hat and will be played by the other team. At the end of the game, the words guessed by different representatives of the same team are summed up, their number is counted, and the team that has more pieces of paper is awarded the victory. A popular version of the game: everything is the same, but in the first round the players explain the words (or describe the characters) orally, in the second round they show in pantomime, in the third round they explain the same words in one word. And recently a board game has appeared, where you need not only to explain and show, but also to draw.

Telegrams

Game for any number of players. The players choose a word, for each letter of which they will need to come up with a part of the telegram - the first letter will be the beginning of the first word, the second - the second, and so on. For example, the word "fork" is selected. Then the following message can become a telegram: “The camel is healed. I'm flying a crocodile. Aibolit". Another round of the game is the addition of genres. Each player gets the task to write not one, but several telegrams from the same word - business, congratulatory, romantic (the types of messages are agreed in advance). Telegrams are read aloud, the next word is chosen.

even more different games for one or a company

Home games

Shadow theater, crafts and paper dolls from children's books and magazines of the XIX-XX centuries Ring and other games

Games from classic books

What do the heroes of the works of Nabokov, Lindgren and Milne play

A children's course on where games, jokes, horror stories and memes come from and why we need them

Children's room

Special project

Children's room Arzamas

Sources

  • Balandin B. B. Big book of intellectual games and entertaining questions for smart people and smart girls.

    M., 2008.

  • Bocharova A. G., Goreva T. M., Okun V. Ya. 500 wonderful children's games.

    M., 1999.

  • Geek E. Ya. Entertaining mathematical games.

    M., 1987.

  • Fedin S. N. The best games with words.

    M., 2001.

  • Firsova L. M. Games and entertainment. Book 1.

    M., 1989.

Tags

Children
Game
Entertainment

11 words to help understand the culture of French-speaking Belgium We talk about French-speaking Belgium in the new issue of the series about languages ​​and countries

© Arzamas 2022. All rights reserved

What can I do to avoid losing my subscription after Visa and Mastercard leave Russia? Instructions here

Setting the compatibility of older applications or programs with Windows 10

Windows 10 More. ..Less

Most apps (and other programs such as games or utilities) designed for previous versions of Windows will still work on the latest version of Windows 10, but some programs may not work properly or may not run at all. Here are some ways to solve problems with old programs.

Notes:

  • To check the version and build of Windows you're using, type winver in the search box on the taskbar, and then press ENTER .

  • If you experience problems with your printer or scanner after upgrading to the latest version of Windows 10, see Fix printer problems after upgrading to Windows 10.

  • If you're having problems with Bluetooth after updating Windows 10, see Troubleshooting Bluetooth connections in Windows 10.

Run the Compatibility Troubleshooter first.

  1. In the search box on the taskbar, enter the name of the application or program that you want to fix the problem with.

  2. Select and hold (or right-click) a program and then Open the folder containing the .

  3. Select and hold (or right-click) the program file, select Properties, and then click the Compatibility tab.

  4. Select Run Compatibility Troubleshooter .

If this does not help, try adjusting the settings on the tab Compatibility . Below are the options to look for and what each of the options does when selected.

Compatibility mode options

Parameter

Description

Compatibility mode

Starts programs with settings intended for a previous version of Windows. Enable this option if you know that the program is designed for (or has worked with) a particular version of Windows.

Low color mode

Restriction of the set of colors in the program. Some older programs use a limited set of colors.

Use 640 × 480 screen resolution

Try enabling this setting if the graphics in the program have a jagged outline or are displayed incorrectly.

Change high resolution settings

If the program does not display correctly on a computer with a high resolution display (blurry or incorrect size), select Change High Resolution Settings and try one of the following options in the Properties dialog box.

Select resolution

  1. In the DPI section of the program, check the box next to To fix scaling problems for this program, use this option instead of the setting in the settings to use the screen resolution selected here for this program.

    Note: This only changes the DPI value for the application you are configuring. If you want to set this value for all applications, press the 9 button0440 Start > Settings > Advanced scaling options and follow the instructions.
    For more information about how to change settings for all apps, see Fix apps that appear blurry.


    For Use the DPI that is set by for the main display when , select one of the following approx.

    • In me Windows Use the DPI that was set for the main display when it was Windows. This is the default setting.

    • I will open this program . Use the resolution set for the main display at the time the specific program was launched.

Change application scaling mode at high screen resolution

In the area High DPI Scaling Override , select the Override High DPI Scaling Mode check box and select one of the following options.

  • Appendix . Disable all Windows scaling options and use only the app developer option. In previous versions of Windows, this setting was called Disable image scaling on high resolution screens .

  • System . Overrides a program's resolution settings so that it appears as it would on a low resolution display. This will cause the program to be blurry on high resolution displays.

  • System (improved) . Windows will try to use improved scaling for this program. As a result, text in some programs will be crisp on high resolution displays. This option will not work for some programs.

Run this program as an administrator

Some programs require administrator permissions to function properly.


Learn more


Wave

North Coast Community Services
710 Fraser Street, Prince Rupert, BC V8J 1P9
Ph: 250.627.7166 | Fx: 250.627.7482

© All Rights Reserved | powered by ExpressionEngine