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THE KING'S CHAMPIONS COURSE

The King's Champions is the first quest in the Adventures in Arcana writing series.  This quest is aimed at students who are 7-12 years old.

Class 1: Introduction to Arcana

Class 2: King's Town Competition

Class 3: Into King's Forest

Class 4: Escaping the Serpa Tunnels

Class 5: Crossing the Bridge

Class 6: The Final Challenge

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Each quest in the Adventures in Arcana courses follows the same format.  Students create a character to play for the whole course.  During each class, the students work together to make decisions as they face new challenges in Arcana.  At the end of the class, they are given writing assignments related to the quest.  At the start of each class, the students share their writing with the class.  

 

Students with writing challenges are encouraged to use speech-to-text when completing their writing assignments.  Using adaptive tools levels the playing field for these students, giving them a way to show their creative writing abilities rather than their spelling disabilities.  This philosophy helps students to discover the joy of writing.  Check out the "Video Gallery" page of the website for tutorials on how to use some of the best free tech. tools available.

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Click here for information about what to bring to your first class.

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THE ORACLE COURSE

The Oracle is the second quest in the Adventures in Arcana writing series.  This quest is aimed at students from 7-12 years old.

Class 1: Meeting in River's Keep

Class 2: Heading North on the Kabashee River

Class 3: Trouble on the River

Class 4: Log Pile Maze

Class 5: Trouble in the Forest

Class 6: Saving the Dragon King, Return, and Rewards

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Each quest in the Adventures in Arcana courses follows the same format.  Students create a character to play for the whole course.  During each class, the students work together to make decisions as they face new challenges in Arcana.  At the end of the class, they are given writing assignments related to the quest.  At the start of each class, the students share their writing with the class.

 

Students with writing challenges are encouraged to use speech-to-text when completing their writing assignments.  Using adaptive tools levels the playing field for these students, giving them a way to show their creative writing abilities rather than their spelling disabilities.  This philosophy allows students to focus on the joy of writing.  

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Oracle
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SAVING THE DRAGONRIDER COURSE

Saving the Dragonrider is the third quest in the Adventures in Arcana writing series.  This quest is aimed at students from 7-12 years old.

Class 1: Introduction to Tor's Realm and Crossing Hudon Bay

Class 2: Into Poisonwood Forest

Class 3: Doblin Pack Encounter

Class 4: Kidnapped!

Class 5: The Monster

Class 6: Saving the Dragonrider, Return, and Rewards

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Each quest in the Adventures in Arcana courses follows the same format.  Students create a character to play for the whole course.  During each class, the students work together to make decisions as they face new challenges in Arcana.  At the end of the class, they are given writing assignments related to the quest.  At the start of each class, the students share their writing with the class.

 

Students with writing challenges are encouraged to use speech-to-text when completing their writing assignments.  Using adaptive tools levels the playing field for these students, giving them a way to show their creative writing abilities rather than their spelling disabilities.  This philosophy helps students to discover the joy of writing.  

Saving
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OVER THE EDGE COURSE

Over the Edge is the first class in the Adventure in Arcana History Mystery series.    This quest is open to any student who has been on one adventure in Arcana already.  It is aimed at students from 7-12 years old. The class has all of the excitement, twists, and turns of a regular Arcana adventure, but it has a hidden surprise as well.  On the last day of class, it will be revealed that the adventure that the students went on in Arcana parallels a famous history event on Earth.  The student will examine how the choices that they made are either similar to or different from the choices of the real historical figure.  The students will consider the concept of cause and consequence, which is one of the six main historical thinking concepts.  They will think about how history is not something that just happens - it is something that is created through the actions and reactions of those involved.

Class 1: Meeting in Eloria

Class 2: Sailing into the Unknown

Class 3: An Undiscovered Island

Class 4: Exploring the Island

Class 5: Meeting the Tashi

Class 6: The Big Reveal

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Each quest in the Adventures in Arcana courses follows the same format.  Students create a character to play for the whole course.  During each class, the students work together to make decisions as they face new challenges in Arcana.  At the end of the class, they are given writing assignments related to the quest.  At the start of each class, the students share their writing with the class.

 

Students with writing challenges are encouraged to use speech-to-text when completing their writing assignments.  Using adaptive tools levels the playing field for these students, giving them a way to show their creative writing abilities rather than their spelling disabilities.  This philosophy helps students to discover the joy of writing.  

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Edge
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INTO THE WILD COURSE

Into the Wild is the second class in the Adventure in Arcana History Mystery series.    This quest is open to any student who has been on one adventure in Arcana already.  It is aimed at students from 7-12 years old. The class has all of the excitement, twists, and turns of a regular Arcana adventure, but it has a hidden surprise as well.  On the last day of class, it will be revealed that the adventure that the students went on in Arcana parallels a famous history event on Earth.  The student will examine how the choices that they made are either similar to or different from the choices of the real historical figure.  The students will consider the concept of cause and consequence, which is one of the six main historical thinking concepts.  They will think about how history is not something that just happens - it is something that is created through the actions and reactions of those involved.

Class 1: Celebration on Tashi Island

Class 2: Sailing towards the coast of Tor's realm

Class 3: Wildman Woods

Class 4: Into the Unknown

Class 5: Extreme Stranger Danger

Class 6: The Big Reveal

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Each quest in the Adventures in Arcana courses follows the same format.  Students create a character to play for the whole course.  During each class, the students work together to make decisions as they face new challenges in Arcana.  At the end of the class, they are given writing assignments related to the quest.  At the start of each class, the students share their writing with the class.

 

Students with writing challenges are encouraged to use speech-to-text when completing their writing assignments.  Using adaptive tools levels the playing field for these students, giving them a way to show their creative writing abilities rather than their spelling disabilities.  This philosophy helps students to discover the joy of writing.  

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