The same four rooms a child enters after naming their dragon.
Four days · Four rooms · One Week I
Your first week at Dungeon Academy
Name a dragon, then play the same four classes the courtyard actually opens: Forcewright, Rune Arithmetic, Evidence Alchemy, Robotics.
Why this week exists
Four school days should prove the whole Academy concept.
This is the parent-friendly trial of the live school, not a separate worksheet week. One calm Week I shows whether the child likes the format, understands the proof habit, and wants more.
Physics, math, chemistry, and robotics — one sealed model each day.
Each day creates something a learner can show and explain.
The Rune Count (18 − 7 = 11) can be tried without an account.
Proof trail
After four days, the family can see four pieces of evidence.
The first week should not ask parents to trust a hidden score. Each day leaves behind a small artifact that proves what the learner practiced and how they explained it.
Daily ritual
The same four-screen rhythm every day.
Repetition makes the school feel safe. The subject changes each day, but the learner always knows the next move: enter, try, solve, explain.
Read the mission in one short scene.
Practice the concept with a focused interaction.
Make one decision, answer, prediction, design, or audit.
Explain what happened in words a parent can read.
The week's timetable
Day 1 opens the Forcewright. The free Rune Count sampler is the same math model as Day 2.
Your next lesson
Day 1 · Forcewright Rig
Begin Day 1 in the courtyard. When the Forcewright proof is sealed, this browser will remember Day 1 as finished.
These are private reminders from this browser, not official school records.
Day 1
20 min
Motion & Machines Hall
Forcewright Rig
Tune the lever until a 120 N load needs no more than 20 N of effort. Then defend that force claim in the field.
Learn: Mechanical advantage: effort = load ÷ (arm × pulleys).
Make
Sealed force-rig receipt
Ask afterward: “Why did a longer arm and more pulleys make the load easier to lift?”
Enter Day 1 class →Day 2
20 min
Number Foundry
Rune Arithmetic
Eighteen runes on the bed. Cool seven. Prove eleven remain — then leave the right plates glowing in the field.
Learn: Subtraction as take-away, checked by addition.
Make
Sealed 18 − 7 = 11 relic
Ask afterward: “What changed, and what evidence made you sure?”
Enter Day 2 class →Day 3
20 min
Evidence Cauldron
Evidence Alchemy
Pour hydrogen and oxygen until every atom is accounted for. Two water molecules. Nothing created, nothing lost.
Learn: Conservation: atoms rearrange; they do not vanish.
Make
Sealed conservation receipt
Ask afterward: “Where did every hydrogen and oxygen atom go?”
Enter Day 3 class →Day 4
20 min
Gearwright Arena
Robotics Systems
Sense the wall, turn right, advance to the core. The automaton only moves after the sensor speaks.
Learn: A control loop: sense, decide, act, verify.
After Day 4
How to know the full Academy might be worth it
Parents should not need a leap of faith. After the four live rooms, look for these signals before opening the paid school.
Interest matters. If they ask for the next room, the school world is doing its job.
A good week ends with a child saying why an answer, claim, prediction, prototype, or audit made sense.
The work should create a clear artifact, not a mysterious score buried inside a game.
The first week should feel focused and doable, not like a frantic streak system.
A simple role for families
The learner owns the adventure. The adult protects the time, asks one good question, and notices the evidence.
- Before
- Let the learner choose a challenge level that feels difficult but possible.
- During
- Help only when asked. A useful prompt is: 'What evidence do you have?'
- After
- Ask the day's question and let the child show the proof instead of reporting a score.
- Stop
- End after the reflection. A focused 20-minute class is enough.
Begin Week I in the courtyard.
Name the dragon, then play the four rooms. If the learner enjoys the challenge and can explain the proof, the rest of the school is ready.
