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Quiz Room + Virtual Room – Melbourne Combo Experience

Back to Quiz Room Melbourne
Cost
$70 Per Student
Ratio
1:10
Type
Self-Directed
Duration
2 hrs 30 min
Years
3, 4, 5, 6, 7, 8, 9, 10, 11, 12
Subject
English, Mathematics, Science, Humanities & Social Science, Physical Education, Language, Technologies, The Arts, Health, Entertainment

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

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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

Quiz Room Melbourne

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

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