Math meets D&D in this 17-week live adventure for ages 10–14. Small groups explore number sense, fractions, and decimals through an RPG campaign in the Numerlands — earning HP while building real math skills. No prior D&D experience needed.
How It Works
Every week follows the same three-step rhythm, designed so students arrive at the live session already prepared — and leave having demonstrated real understanding through the adventure.
Step 1 — Watch (Start of Week) A pre-recorded video drops at the beginning of each week. Students watch it on their own time before the live session. The video covers that week’s math concept — vocabulary, worked examples, the skill explained clearly — so the live session isn’t spent on passive lecture. Students come in ready to use what they learned.
Step 2 — Complete the Worksheet (Before Live Session) Each week’s worksheet is built around practicing the concept from the video. No busywork — every problem is something students will need in the live session. Worksheets are D&D themed and designed to be engaging on their own.
Step 3 — Play (Live Session, 85 min) The live session is where the learning gets tested — through the adventure itself. Sessions run in three parts:
Weeks 1–3
| Week | Topic | What Students Learn |
|---|---|---|
| 1 | Place Value & Rounding | Reading and writing whole numbers to one million; rounding to any place; comparing and ordering large numbers |
| 2 | Multiplication & Division | Multi-digit multiplication and long division; inverse operations; estimation; real-world problem solving |
| 3 | Order of Operations | PEMDAS; evaluating multi-step expressions; identifying and fixing common order-of-operations errors |
Weeks 4–9
| Week | Topic | What Students Learn |
|---|---|---|
| 4 | Fraction Foundations | Equivalent fractions; simplifying to lowest terms; comparing fractions with unlike denominators; benchmark fractions |
| 5 | Mixed Numbers & Improper Fractions | Converting mixed numbers to improper fractions and back; comparing and ordering; placing on a number line |
| 6 | Adding & Subtracting Fractions — Like Denominators | Adding and subtracting fractions with the same denominator; mixed numbers with like denominators; simplifying results |
| 7 | Adding & Subtracting Fractions — Unlike Denominators | Finding the LCM; adding and subtracting with unlike denominators; mixed numbers with regrouping |
| 8 | Multiplying Fractions | Fraction × fraction; fraction × whole number; cross-cancelling; area models |
| 9 | Dividing Fractions | Keep-change-flip; dividing whole numbers by fractions; real-world division problems |
Weeks 10–13
| Week | Topic | What Students Learn |
|---|---|---|
| 10 | Decimal Place Value | Reading and writing decimals to thousandths; comparing and ordering; rounding to any decimal place |
| 11 | Adding & Subtracting Decimals | Lining up decimal points; adding and subtracting to thousandths; estimating; money and measurement problems |
| 12 | Multiplying & Dividing Decimals | Decimal × whole number; decimal × decimal; dividing decimals; powers of 10 shortcuts |
| 13 | Fractions ↔ Decimals & the Number Line | Converting fractions to decimals by division; terminating vs. repeating decimals; ordering fractions and decimals together |
A powerful champion of Lord Dravos stands between the party and the deeper Numerlands. Students face three rounds of combat using everything they’ve learned so far: number sense, fractions, and decimals. Only those who can combine all three can defeat the boss and advance.
Weeks 15–16
| Week | Topic | What Students Learn |
|---|---|---|
| 15 | Averages & Spread | Mean, median, mode, and range; choosing the best measure of center; understanding the effect of outliers |
| 16 | Graphs & Data Displays | Reading and creating bar graphs, line graphs, and pie charts; choosing the right graph type; interpreting data to draw conclusions |
Lord Dravos’s lieutenant has claimed a seat of power in the Numerlands, convinced no apprentice can pass the Arithmancer’s Trial. The Trial has four seals, each requiring mastery of a different Semester 1 skill. Break all four seals and earn the title of Junior Arithmancer.
This is the Semester 1 capstone — a full review of all units assessed together.
By the end of Semester 1, students have built a complete mathematical foundation — not as a set of rules to memorize, but as tools they have actually used to solve real problems, save a kingdom, and defeat a villain.
They will know place value, operations, and order of operations; how to compare, convert, and perform all four operations with fractions; how to work with decimals across every operation; and how to read and interpret data displays. They will understand the relationship between fractions and decimals — not as two separate topics, but as two ways of saying the same thing.
More importantly, they will know these things because they needed them to win.
Math Foundations Adventure RPG — Semester 2: The Arithmancer’s Legacy continues into new territories where ratios, integers, algebra, and geometry are the only weapons that matter — and the final showdown with Lord Dravos awaits. dragonacademy.net
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