Castle #1

If you look in the distance, you’ll see a castle on the top of a hill. Having the adventurer move into a mountainous range opens up more options for a storyline – mountains, caverns, caves, etc.

The knotted rope is now the first quiz.

The quiz has four questions with multiple attempts and I have it set to take the highest score of the attempts. It needs to be a 100, since they are climbing a rope. They must succeed to get to the castle ledge. So, the module requirement is set to “Score at least 100” for the quiz.

So, now students have choice! While this is my favorite part, it becomes tricky to put together. While they do have a choice on what to do, ultimately they have to go through Door 2 to continue the journey through the castle and eventually find the map piece and get back to the road. So, “Investigate the tapestry” and “Enter Door 1” are really dead ends, forcing the student to eventually click “Enter Door 2.”

Here is the module with what students have gone through so far:

Investigate the tapestry

Because I have a subscription to iStock images, I have access to some fun pictures. I found a riddle (a very easy riddle) and used SMART Notebook to write on a tapestry. I wanted the riddle to produce numbers as an answer and use the answer as an access code to enter a room behind the tapestry.

The riddle is on a page and, once students have their answer, they can click “Next” to go to a quiz.

The “quiz” is worth 5 points which will translate to 5 gold pieces. The quiz is saved in the “Gold Pieces” assignment group. The Access Code is the solution to the riddle. If they get the access code correct, it opens the quiz for them to claim their gold.

This is a one-answer question in which they claim their gold.

Then, the page after the quiz gives them a chance to choose the other two options:

Then, they are back in the circular room to make another choice.

Module Set-Up:

Enter Door 1

When they enter Door 1, they trip a trapdoor. This quiz is the catalyst for a MasteryPath since there can be success or failure.

The quiz has one challenging question worth 50 points. The MasteryPath is set-up so that if you get the question correct, you succeed and are able to leave the room.

Trapdoor Success

Three pages here are in the MasteryPath for the students.

Trapdoor Failure

If the student misses the initial question, they fall into the pit.

This is another one-question quiz. Students must make a 100 to get out of the pit, so this is a quiz with multiple attempts but worth 0 points. They don’t get XP for falling into a pit!

Module Set-Up

Here is the MasteryPath Set-Up:

They are now back in the circular room to choose their next destination.

Enter Door 2

This is the path they need to choose to continue the adventure.

This is a timed quiz since the Adventurer has to go in, knock out six goblins, grab the wyrmling, get out of the door, and trap the rest. “Knocking out six goblins” is getting at least 6 out of 10 questions correct. They won’t be able to move forward until they do that. I also am giving them a lot of XP for this encounter. You could shorten the time, if you like. I wanted to add some pressure but not too much since this is a course for 8th grade students.

Module Set-Up:

The Map

I don’t share the map of the Side Quests, but I create them so I know what the big picture looks like.