Extramarks
AI Classroom Activity Generator for EdTech: Extramarks Case Study
Curriculum aligned, hands-on classroom activities generated instantly from teacher inputs. Integrated into the Extramarks platform for teachers.
CASE STUDY

AI classroom activity generator
Executive Summary
Extramarks wanted teachers to create engaging, hands-on classroom activities without spending extra time on planning. MythyaVerse built a prompt-driven activity generation system that accepts the topic, grade level, available objects, duration, and classroom constraints, then produces practical activity guides. The pipeline enforces curriculum alignment, age appropriateness, time limits, object availability, and safety rules. Activities are delivered as slide-based guides inside the Extramarks platform, giving teachers a faster way to move beyond passive formats while keeping activities realistic for actual classroom conditions.
Results
Business Impact
The system gave teachers a practical way to introduce more hands-on learning without adding planning overhead. Extramarks gained another scalable AI workflow that turns curriculum material into classroom-ready execution assets.

The project
Overview
Extramarks wanted to make classrooms more engaging by enabling teachers to run interactive, hands-on activities without spending significant time on planning. The objective was to generate classroom activity guides that are practical, curriculum aligned, age appropriate, and easy to execute using objects already available in the classroom.
The brief
Problem
Teachers needed more interactive classroom activities, but activity planning was time-consuming and often disconnected from classroom materials, time limits, and safety needs.
The brief
Constraints
- Use only objects available in the classroom or explicitly supplied by the teacher.
- Keep activities aligned with curriculum goals and grade-level expectations.
- Respect teacher-defined duration and supervision requirements.
- Deliver activities inside the existing Extramarks workflow.
The system
Solution Architecture
- Teacher inputs are transformed into controlled generation prompts with explicit constraints.
- Curriculum mapping keeps generated activities tied to learning outcomes.
- Object-aware and safety-aware rules filter activity designs before delivery.
- Slide-based output gives teachers a structured guide they can use in class.
01 / Context
The Challenge
Many classroom activities tend to fall into repetitive patterns such as group discussions or note writing. Teachers wanted more engaging, hands-on activities but lacked the time to design them consistently. The key challenges were:
- Making classrooms more interactive and engaging
- Ensuring activities align with curriculum and learning objectives
- Limiting activities to objects actually available in the classroom
- Supporting age appropriate and safe activities
- Respecting teacher defined time limits
- Scaling activity creation across subjects and grades
02 / Goals
Objectives
- Enable teachers to quickly generate interactive classroom activities
- Use common classroom objects such as pens, pencils, notebooks, and chalk
- Allow teachers to specify special objects when needed
- Ensure strict curriculum adherence and age appropriate activity design
- Respect time constraints defined by teachers
- Generate activities that are practical and hands-on, not theoretical
03 / Process
Our Approach
MythyaVerse built a prompt driven activity generation pipeline designed specifically for real classroom environments. Teachers provide inputs such as topic, grade level, available objects, time duration, and supervision constraints. These inputs are converted into a controlled prompt that enforces curriculum alignment, object usage restrictions, and safety rules. A curriculum mapping layer ensures activities support intended learning outcomes.
04 / Delivery
Solution Delivered
- Classroom Activity Generation Engine -AI pipeline that generates step by step activity guides tailored to teacher inputs.
- Slide Based Activity Guides -Each activity is delivered as a set of slides that act as a clear execution guide for teachers.
- Object Aware Activity Design -Activities strictly use only the objects marked as available by the teacher.
- Curriculum Mapping and Constraints -Activities remain aligned with curriculum goals, grade level expectations, and age appropriateness.
- Time and Safety Controls -Teacher defined time limits and supervision rules are enforced during generation.
- Platform Integration -Fully integrated into the Extramarks platform with a scalable backend.
The stack
Technologies Used
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