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Single Virtual Reality Experience – One Game

Back to Virtual Room - Melbourne
Cost
$55 Per Student
Ratio
1:10
Type
Staff-led
Duration
1 hrs
Years
5, 6, 7, 8, 9, 10, 11, 12
Subject
Mathematics, Science, Humanities & Social Science, Technologies, Entertainment

The Single VR Experience at Virtual Room Melbourne is an engaging one-hour program where students play one full collaborative VR game.
Each player has their own space and headset, but they work as a team inside the same virtual world, solving challenges that require strategy, communication, and logical thinking.

The program includes:

  • A pre-game safety and strategy briefing

  • ~40–50 minutes of interactive VR gameplay

  • A short debrief and reflection

Perfect for:

  • Years 5–12

  • STEM, leadership, or enrichment groups

  • Team-building, communication, and critical thinking development

  • Tech-focused excursions or end-of-term rewards with purpose

Available VR Games May Include:

  • Time Travel Chapter I & II – Journey through time to prevent disaster

  • Are We Dead? – Play as zombies in a mission to reclaim freedom

  • Press Start – A vibrant, arcade-style challenge with nostalgic flair

  • Paranormal – Solve a haunted mystery (recommended for older students)

All games are age-appropriate and supported by trained staff.

Why Teachers Love It

Virtual Room Melbourne makes learning thrilling.
Teachers love how students dive into fully immersive worlds and emerge with stronger teamwork, communication, and problem-solving skills.
It’s screen time that’s active, intentional, and educational—perfect for digital natives who learn best through experience.
And with full supervision, age-appropriate games, and strong links to the curriculum, it’s an excursion that teachers can feel great about.

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About the Program

The Single VR Experience at Virtual Room Melbourne is an engaging one-hour program where students play one full collaborative VR game.
Each player has their own space and headset, but they work as a team inside the same virtual world, solving challenges that require strategy, communication, and logical thinking.

The program includes:

  • A pre-game safety and strategy briefing

  • ~40–50 minutes of interactive VR gameplay

  • A short debrief and reflection

Perfect for:

  • Years 5–12

  • STEM, leadership, or enrichment groups

  • Team-building, communication, and critical thinking development

  • Tech-focused excursions or end-of-term rewards with purpose

Available VR Games May Include:

  • Time Travel Chapter I & II – Journey through time to prevent disaster

  • Are We Dead? – Play as zombies in a mission to reclaim freedom

  • Press Start – A vibrant, arcade-style challenge with nostalgic flair

  • Paranormal – Solve a haunted mystery (recommended for older students)

All games are age-appropriate and supported by trained staff.

Why Teachers Love It

Virtual Room Melbourne makes learning thrilling.
Teachers love how students dive into fully immersive worlds and emerge with stronger teamwork, communication, and problem-solving skills.
It’s screen time that’s active, intentional, and educational—perfect for digital natives who learn best through experience.
And with full supervision, age-appropriate games, and strong links to the curriculum, it’s an excursion that teachers can feel great about.

Questions & Answers

Objectives

Students will:

  • Strengthen collaboration and communication in high-pressure team environments

  • Develop critical and creative thinking through problem-solving, pattern recognition, and spatial awareness

  • Enhance personal and social capabilities, including leadership, resilience, and reflection

  • Build ICT skills by engaging responsibly with advanced VR technology

  • Deepen ethical understanding, particularly through teamwork and decision-making

Mapped to the Australian Curriculum General Capabilities:

  • Critical and Creative Thinking

  • Personal and Social Capability

  • ICT Capability

  • Ethical Understanding

  • Literacy (verbal problem-solving and discussion)

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