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Game Map

The Game Map content type builds a stage-based journey over a generated background map: the student moves from stage to stage, reading content and answering questions to advance. The AI generates the map, the stages, their placement, and their questions from the teacher's prompt.

AI-generated configuration

SettingDescriptionPossible valuesDefault
Number of stagesHow many stages the journey contains.The number requested; high counts are supported without failing generationAt least 3 stages; typically 4 to 8 when no exact count is requested
Initial stageThe stage where the journey starts.Exactly one stage marked as initialThe first stage of the journey
Stage connectionsHow stages link to each other.Connected stages forming a playable path (e.g. a linear sequence when the prompt orders them)Connected journey
Stage questionsThe gating question attached to a stage.Multiple choice, true/false, or fill in the blanksMost stages carry a question; every stage does when the prompt requires it

Generated content

  • A generated background map matching the theme of the journey.
  • Stages anchored to visible points of the map, each with:
    • Explanatory content about the stage's concept.
    • In most stages, a question of the supported types (multiple choice, true/false, or fill in the blanks) that must be answered to advance — in every stage when the teacher asks for it.
  • Exactly one initial stage, with the rest connected to form the journey; when the prompt defines an order, the stages are connected in that linear sequence.

When a syllabus or source document is uploaded, the stages, their content, their order, and their questions are drawn strictly from it, with concepts traceable to the document and no invented stages.

Rules and behavior

  • The background map is indispensable for this type: it is generated even when the "Generate images" toggle is off. This is by design, not a failure.
  • Stage nodes are anchored to points actually visible on the generated map.
  • With many stages, the map is built prioritizing the first concepts, and generation degrades gracefully instead of failing:
    • Nodes that cannot be anchored with confidence to something visible in the image are distributed uniformly across the map.
    • If no node can be placed at all, a preset layout is used.
    • Both degraded layouts are expected behavior, not a failure, as long as the journey stays playable and there is a single initial stage.
  • Progress through the journey depends on answering the stage questions correctly.

Example prompts

Without syllabus

A history journey along the Silk Road with connected stages, content and a question per stage, and exactly one initial stage:

I need an H5P game map about the Silk Road for the history course: a stage-based journey from Chang'an to Constantinople, passing through Samarkand, Baghdad and Damascus. At each stage, content about the city and a question to be able to advance.

A linear four-stage ascent that must start at base camp, with nodes anchored to visible points of the map:

I want an H5P game map for the mountaineering course: the ascent to a summit in four ordered stages: base camp, camp one, final ridge and summit. The journey must start at base camp.

With syllabus

A five-station review of topic 2 of the uploaded document, where each station's question unlocks the next:

Prepare an H5P game map to review topic 2 of the document I uploaded: five stations with the central concepts of that topic and at each station a question that must be answered to unlock the next one.

A twelve-stop journey across the whole uploaded document, exercising the degraded anchoring behavior with many stages:

Make me an H5P game map with twelve stops that cover the complete document I uploaded, covering the points of all its units, with a question at each stop.