As an introduction on how to play D&D, I give this 5 stars.
I played through it last night with my 7 and 10 year old sons.
Both have played a lot of Hero Kids, but they—especially the older one—are ready and have expressed a lot of interest in graduating to D&D. My older son just got the Starter Set of D&D for his birthday, and is eager to dive in and wants to DM, but he still needs to learn the mechanics of the game.
I ran one ad hoc D&D aventure with them that a created on the fly and they enjoyed it but much of the game remained a mystery and trying to explain even the basics can try a young person's patience.
THAT is the genious of this module. It comes with tiles you can print and set up like a board game. As you progress you will be given different types of challenges. Some require perception checks, some are skill challenges, others are combat challenges. By the time you reach the end, you will have gone through most of the major mechanics for low-level characters.
The combat is optional and avoidable and need not be to the death. Very easy to adjust the level of violence in this module from none to light.
Now, note, this is very railroady and light on opportunities for role playing. Think of this like the tutorial section of a video game. If you want a great way to introduce young children to role playing and teach them the basic mechanics of D&D, I highly recommend this.
My one disappointment is that I bought all three of the ASA:AIW adventures, not realizing that that they have not completed the adventure path. So if you want to run this as an adventure path you can't and they are designed to flow one into the other, they are not really "drop-in" adventures. This first one, however, unlike #2 and #3 is more easy to use as a drop in. It ends with jump down the hole. It need not lead to Wonderland. So as a stand-alone intro-do-DnD for kids, I rate this 5/5.
[5 of 5 Stars!]