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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.

Play first

The same four rooms a child enters after naming their dragon.

Four proofs

Physics, math, chemistry, and robotics — one sealed model each day.

Visible artifacts

Each day creates something a learner can show and explain.

Free sampler

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.

01Day 1 · Motion & Machines HallSealed force-rig receiptWhy did a longer arm and more pulleys make the load easier to lift?20 min
02Day 2 · Number FoundrySealed 18 − 7 = 11 relicWhat changed, and what evidence made you sure?20 min
03Day 3 · Evidence CauldronSealed conservation receiptWhere did every hydrogen and oxygen atom go?20 min
04Day 4 · Gearwright ArenaSealed program traceWhy must SCAN run before ADVANCE?20 min

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.

Screen 1Story door

Read the mission in one short scene.

Screen 2One idea

Practice the concept with a focused interaction.

Screen 3Challenge

Make one decision, answer, prediction, design, or audit.

Screen 4Proof

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.

Begin Week I

A little play with your dragon

Arrange a dance, add a repeat, and watch your dragon follow your program. Even an egg can join in.

Teach your dragon a dance

Put your skills to work: Pip’s lantern rescue

After Forcewright, Rune Arithmetic, and Robotics, try one rescue that uses all three. Build a lifting rig, power a bridge, and send a scout for the courier’s lantern.

Play Pip’s lantern rescue
Day 1

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 →

Practice round

Lift with less effort

Your hero
An Imp Messenger

An Imp Messenger blocks the path. Each right answer strikes it.

5 quick problems · new ones every time

Day 2

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 →

Practice round

Take away, then check

Your hero
A Goblin

A Goblin blocks the path. Each right answer strikes it.

5 quick problems · new ones every time

Day 3

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 →

Practice round

Count every atom

Your hero
An Ash Golem

An Ash Golem blocks the path. Each right answer strikes it.

5 quick problems · new ones every time

Day 4

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.

Make

Sealed program trace

Ask afterward: “Why must SCAN run before ADVANCE?”

Enter Day 4 class →

Practice round

Sense, decide, act, verify

Your hero
A Kobold

A Kobold blocks the path. Each right answer strikes it.

5 quick problems · new ones every time

Day 5 · Core Math and Core Reading

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.

Did they want to continue?

Interest matters. If they ask for the next room, the school world is doing its job.

Could they explain one idea?

A good week ends with a child saying why an answer, claim, prediction, prototype, or audit made sense.

Did the parent understand the proof?

The work should create a clear artifact, not a mysterious score buried inside a game.

Was the pace calm?

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.

Quest progressProgress recorded