I would consider a scenario like this: the whole party has been captured sometime in the last few minutes. The party was caught unawares by a "SLEEP" spell, or else they'd probably be wounded and down a few surges. As it is, each player is still wearing his or her armor, but their weapons have been taken and are resting nearby. The spell wears off and everyone awakes at the same moment.
Each player is bound simply with cheap rope -- an ATHLETICS or THIEVERY check as a minor is good enough to escape, or they could do the ESCAPE action vs. the FORT of the rope or the REF of the guard holding the rope. Each guard is a minion. This means the PCs could stand up, do an unarmed STR attack (or cast a spell with no bonuses) and kill their captor; they can use their minor to escape and then use a minor on the next turn to arm themselves. POW. You've taught minions, some basic non-combat actions, initiative order, the importance of weapon and proficiency bonuses, roll-to-hit, and Move-Minor-Standard.
Now they hear a commotion, each from a different room, and they all meet up in the main hallway of the prison, where more heavily-armed guards are running in. One of the guards hollers "Go get the wizard - he should be able to put them to sleep again!" Now the strikers have a target (learn Focus Fire). If you're good about designing the hallway you can even teach them about opportunity attacks and perhaps GRAB attacks here; some chains and hay-bales or furniture can form difficult terrain and cover. If they do well, the wizard doesn't show up; if they do poorly, he shows up and tries to cast SLEEP again.
They fight their way into the prison yard; you can suggest that they don't have time for a short rest but could each take their Second Wind. When they get out into the prison yard they quickly notice that (a) nobody has noticed them yet, (b) they are hopelessly outnumbered in the middle of a military prison, and (c) there is an ogre smashing rocks between them and the stables. If they can get past the ogre, steal some horses, and figure out how to raise the portcullis, they can escape quickly. POW - you've taught them how to split their party resources and focus on their strengths. Also they can work on skill checks as part of combat (DUNGEONEERING and THIEVERY for the portcullis, STEALTH for sneaking past the ogre). Give the ogre a power that induces ongoing damage so they can learn saving throws and HEAL checks to grant saves.
It shortens the five-room dungeon to a two-and-a-half room dungeon, and you can scale the hitpoints behind the DM screen as appropriate in order to give the players the feeling of success that's crucial to this kind of encounter. You can run a skill challenge to escape pursuit on horseback and make camp, and then give them an Extended Rest.