Behavioural Settings in H5P
Behavioural settings in H5P control how learners interact with content. They determine what users can see, when they can proceed, how feedback is delivered, and how restrictive or open an activity is. While the exact options vary slightly between content types (e.g., Interactive Video, Course Presentation, Quiz), most H5P activities share a common set of behavioural settings.
Retry
Setting: Enable “Retry” button
What it does:
Allows learners to restart the activity after finishing it.
When enabled:
A “Retry” button appears at the end
The learner can attempt the activity again from scratch
When disabled:
The learner gets only one attempt
No reset option is shown
Use case:
Enable for practice and formative assessment
Disable for tests or graded activities
Show Solution
Setting: Enable “Show solution” button
What it does:
Lets learners view the correct answers after completing the activity.
When enabled:
A button appears after submission
Learners can reveal correct answers
When disabled:
Learners must figure out answers without direct feedback
Use case:
Enable for self-study and learning
Disable for exams or knowledge checks
Check Answers / Instant Feedback
Setting: Enable “Check” button (wording varies)
What it does:
Allows learners to check their answers before final submission or get immediate feedback.
Variations:
Immediate feedback: feedback appears after each interaction
Deferred feedback: feedback appears only after pressing “Check”
Use case:
Immediate → guided learning
Deferred → more assessment-like
Auto-Check (Instant Feedback Mode)
Setting: Automatically check answers
What it does:
Answers are evaluated instantly without clicking “Check”.
When enabled:
Learners see right/wrong immediately
When disabled:
Learners must actively submit/check answers
Use case:
Enable for drill & practice
Disable for deeper thinking and reflection
Require Full Score (Mastery Requirement)
Setting: Require full score to continue (common in Interactive Video / Course Presentation)
What it does:
Prevents learners from progressing until all questions are answered correctly.
When enabled:
Learners must retry until they achieve 100%
When disabled:
Learners can continue regardless of score
Use case:
Mastery learning scenarios
Skill-based training
Attempts
Setting: Number of attempts
What it does:
Limits how many times a learner can answer a question.
Options:
Unlimited attempts
Fixed number (e.g., 1, 2, 3)
Use case:
Unlimited → practice
Limited → assessment conditions
Randomization
Setting: Randomize questions / answers
What it does:
Shuffles the order of:
Questions
Answer options
Benefits:
Reduces copying
Creates variation between attempts
Use case:
Especially useful in quizzes and tests
Show Score
Setting: Display score
What it does:
Shows the learner their total score after completion.
When enabled:
Learner sees points or percentage
When disabled:
No score is displayed (more reflective learning)
Use case:
Enable for quizzes
Disable for exploratory learning
Show Feedback
Setting: Display feedback
What it does:
Controls whether learners receive feedback messages.
Types of feedback:
Per question (correct/incorrect)
Overall feedback (based on score range)
Use case:
Essential for learning reinforcement
Optional in formal testing
Progress Indicators
Setting: Show progress
What it does:
Displays how far the learner has progressed.
Examples:
“Question 3 of 10”
Progress bar
Use case:
Helps orientation and motivation
Can be hidden for a more immersive experience
Navigation Controls
Setting: Enable navigation / skip buttons
What it does:
Controls how learners move through content.
Options:
Free navigation (jump between sections)
Linear navigation (forced order)
Use case:
Linear → structured lessons
Free → exploratory learning
Pause / Resume (Interactive Video)
Setting: Allow pausing / resume
What it does:
Determines whether learners can pause or resume content.
Use case:
Enable for flexibility
Restrict in controlled assessment scenarios
Disable Forward Seeking (Interactive Video)
Setting: Prevent skipping ahead
What it does:
Stops learners from jumping forward in a video.
When enabled:
Learners must watch sequentially
Use case:
Ensures engagement with all content
Button Labels & UI Text
Setting: Customize labels
What it does:
Allows renaming buttons like:
“Check”
“Retry”
“Show solution”
Use case:
Localization (language adaptation)
Pedagogical framing (e.g., “Try again” instead of “Retry”)
Accessibility Considerations
Some behavioural settings indirectly affect accessibility:
Instant feedback can support weaker learners
Too many restrictions can increase cognitive load
Clear progress indicators improve orientation
Pedagogical Strategies
For Practice Activities
Enable Retry
Enable Show Solution
Allow unlimited attempts
Use instant feedback
For Formative Assessment
Limit attempts (e.g., 2–3)
Enable feedback
Show score
For Summative Assessment
Disable Retry
Disable Show Solution
Limit attempts to 1
Disable auto-check