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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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.
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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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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