Quiz Room + Virtual Room
Step into two very different worlds—a live-action game show and a collaborative VR mission—in one unforgettable school experience.
In the Quiz Room + Virtual Room program, students rotate between:
A 1-hour quiz session featuring two 30-minute games filled with buzzers, lights, and fast-paced trivia or music-based challenges
A 1-hour VR adventure, where small teams work together to solve time-travel puzzles, escape otherworldly threats, or complete futuristic missions
How school events work across venues:
Students are divided into groups of 4–6
Half the group starts in Quiz Room Perth, playing The Quiz or The Music Quiz
The other half plays a selected Virtual Room mission, such as Time Travel, Are We Dead?, or Press Start
After 60 minutes, the groups swap locations
Trained facilitators manage the experience at both sites to keep things seamless and safe
With a maximum of 24 students, this program is ideal for focused, high-impact learning days where every student plays an active role.
Perfect for:
Years 5–12
Digital tech and STEM-related excursions
Enrichment or extension programs
Student leadership, peer support, or selective classes
About the Program
Step into two very different worlds—a live-action game show and a collaborative VR mission—in one unforgettable school experience.
In the Quiz Room + Virtual Room program, students rotate between:
A 1-hour quiz session featuring two 30-minute games filled with buzzers, lights, and fast-paced trivia or music-based challenges
A 1-hour VR adventure, where small teams work together to solve time-travel puzzles, escape otherworldly threats, or complete futuristic missions
How school events work across venues:
Students are divided into groups of 4–6
Half the group starts in Quiz Room Perth, playing The Quiz or The Music Quiz
The other half plays a selected Virtual Room mission, such as Time Travel, Are We Dead?, or Press Start
After 60 minutes, the groups swap locations
Trained facilitators manage the experience at both sites to keep things seamless and safe
With a maximum of 24 students, this program is ideal for focused, high-impact learning days where every student plays an active role.
Perfect for:
Years 5–12
Digital tech and STEM-related excursions
Enrichment or extension programs
Student leadership, peer support, or selective classes
Documents
Questions & Answers
Objectives
Students will:
Strengthen teamwork and collaboration in both physical and digital environments
Apply critical thinking and communication across two very different challenge formats
Build ICT capability by safely using VR equipment in a goal-based context
Develop resilience and adaptability, moving between high-pressure and immersive problem-solving tasks
Gain confidence in both structured gameplay and exploratory learning
Mapped to Australian Curriculum General Capabilities:
ICT Capability
Personal and Social Capability
Critical and Creative Thinking
Literacy
Ethical Understanding
