Camelot
Adventurer
Mathematics: Improves your basic addition and subtraction skills. Also includes probability because of the dice.
Logic: Lots of problem solving, mind puzzles, tactical strategies, etc.
Theater Arts: Roleplaying!
Literature: Opens up the world of fantasy literature to those who might not have otherwise known of it.
Culture: Inspires you to research the middle ages and its literature, or other time periods depending on the game.
English: Teaches many words that aren't commonly used, such as lycanthrope, among others.
Ethics: Reinforces basic good versus evil ideals.
Social Skills: Lets you work together instead of fighting each other.
Science: It's a bit of a stretch, but certain aspects of learning the rules of D&D are a bit like chemistry, so it could help memorization skills at least. I always thought it would be a cool chemistry lesson if the teacher made a card game with each element on the periodic table having a power, and doing certain combinations (like two hydrogens and an oxygen) would increase their power.
Logic: Lots of problem solving, mind puzzles, tactical strategies, etc.
Theater Arts: Roleplaying!
Literature: Opens up the world of fantasy literature to those who might not have otherwise known of it.
Culture: Inspires you to research the middle ages and its literature, or other time periods depending on the game.
English: Teaches many words that aren't commonly used, such as lycanthrope, among others.
Ethics: Reinforces basic good versus evil ideals.
Social Skills: Lets you work together instead of fighting each other.
Science: It's a bit of a stretch, but certain aspects of learning the rules of D&D are a bit like chemistry, so it could help memorization skills at least. I always thought it would be a cool chemistry lesson if the teacher made a card game with each element on the periodic table having a power, and doing certain combinations (like two hydrogens and an oxygen) would increase their power.