Quiz Room + Virtual Room – Melbourne Combo Experience
Get ready for an excursion that fuses fast-paced team competition with futuristic collaboration.
The Quiz Room + Virtual Room combo gives students the chance to:
Star in a real quiz show with two 30-minute buzzer-powered games
Embark on a 60-minute virtual reality mission, solving puzzles and exploring virtual worlds in cooperative teams
Rotate in small groups across two fully hosted experiences, guided by trained facilitators
How school events work across venues:
Groups are split into teams of 4–6 students
Half start at Quiz Room Melbourne, playing either The Quiz or The Music Quiz
The other half enter Virtual Room Melbourne, tackling immersive missions like Time Travel, Are We Dead?, or Press Start
After ~1 hour, groups swap venues, finishing the session with a debrief or scoreboard celebration
Both venues are centrally located and coordinate scheduling together for a smooth, school-friendly experience
This dual experience is ideal for:
Years 5–12
Digital technology, ICT or leadership programs
Excursions focused on communication, STEM, or strategic thinking
Students who benefit from hands-on, high-energy learning environments
About the Program
Get ready for an excursion that fuses fast-paced team competition with futuristic collaboration.
The Quiz Room + Virtual Room combo gives students the chance to:
Star in a real quiz show with two 30-minute buzzer-powered games
Embark on a 60-minute virtual reality mission, solving puzzles and exploring virtual worlds in cooperative teams
Rotate in small groups across two fully hosted experiences, guided by trained facilitators
How school events work across venues:
Groups are split into teams of 4–6 students
Half start at Quiz Room Melbourne, playing either The Quiz or The Music Quiz
The other half enter Virtual Room Melbourne, tackling immersive missions like Time Travel, Are We Dead?, or Press Start
After ~1 hour, groups swap venues, finishing the session with a debrief or scoreboard celebration
Both venues are centrally located and coordinate scheduling together for a smooth, school-friendly experience
This dual experience is ideal for:
Years 5–12
Digital technology, ICT or leadership programs
Excursions focused on communication, STEM, or strategic thinking
Students who benefit from hands-on, high-energy learning environments
Documents
Questions & Answers
Objectives
Students will:
Strengthen collaboration and communication through gameplay and tech-based challenges
Develop critical and creative thinking across physical and virtual settings
Build ICT capability by navigating safe and structured VR environments
Enhance resilience, problem-solving and adaptability under pressure
Experience inclusive teamwork, with roles suited to a variety of learning styles
Mapped to Australian Curriculum General Capabilities:
Critical and Creative Thinking
ICT Capability
Personal and Social Capability
Ethical Understanding
Literacy
