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AUSTRALIA WIDE ACV9 UNIT OF WORK

Immersive Learning
That Builds Character
and Capability

VGA supplies Australian Curriculum v9-aligned, wellbeing-focused literacy content, supported by guided virtual reality experiences that enhance engagement and understanding.

Virtual Guidance and Awareness
Member, JCU Margaret Roderick Centre for Mental Health Research
JCU Founder-in-Residence
AC
v9.0 English / HPE
VR
Immersive
AUS
Australia Wide
Scroll
AC v9.0 English / HPE Aligned
Literacy & SEL Integration
Virtual Reality in Education
JCU MRCMHR Member
Australia Wide Service Area

Pre-Literacy Foundation

Targeted reading, comprehension and vocabulary development built around core character values — resilience, empathy, respect, gratitude, courage and trust.

Immersive VR Experience

Realistic immersive virtual scenarios capture student attention and generate excitement, prompting open-ended questioning, guided group dialogue and ethical reasoning, building skills through lived, memorable experience.

Reflection and Assessment

Consolidation through structured written reflection and assessment, providing meaningful evidence of student comprehension, reasoning and ethical understanding, with differentiated assessment opportunities where required.

Students using VR headsets in a school setting

A Curriculum-Aligned Framework Integrating Literacy, Wellbeing and Virtual Reality

Virtual Guidance and Awareness (VGA) is an intentionally structured educational program designed to develop the whole student - academically, socially and ethically.

Aligned with four key General Capabilities of the Australian Curriculum Version 9.0 Literacy, Personal and Social Capability, Ethical Understanding, and Critical & Creative Thinking, VGA takes students on a purposeful journey that begins with language, moves into immersive experience, and concludes with a measurable summative assessment.

Through relatable, real-world themes such as social interactions, mobile phone use, and classroom resilience, VGA supports subject English, contributes to Health and Physical Education (Personal, Social and Community Health), and addresses multiple content descriptors, while creating authentic opportunities for teachers to build genuine connections with students within a safe, supported classroom culture.

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How VGA Works in Your School

A purposeful three-stage sequence that integrates literacy, immersive inquiry and reflective practice.

1

Literacy Development

VGA provides a curriculum-aligned unit of work, including lesson plans, teacher guides, and resources aligned to four English and three Health and Physical Education (Personal, Social and Community Health) content descriptors, supporting the increasing focus on reading and comprehension in Queensland schools.

Literacy · Personal & Social
2

Immersive VR Experience

Students engage in realistic virtual scenarios that extend and deepen the literacy content through relatable, real-world themes, prompting open-ended questioning, group dialogue, and ethical reasoning while supporting deeper thinking and authentic teacher-student connection.

Critical Thinking · Ethical Understanding
3

Literacy Reflection and Assessment

Learning is consolidated through structured written and verbal responses linked to English and HPE content. Students articulate their understanding, demonstrating growth in comprehension and ethical awareness, while providing teachers with clear, measurable evidence for assessment.

Reflection · Assessment · Growth

Built Around the Australian Curriculum

VGA directly addresses four key General Capabilities of AC v9.0, while also supporting English and Health and Physical Education content descriptors.

Literacy

Speaking, listening, reading and writing tasks that build vocabulary and comprehension across multimodal texts.

Personal & Social

Developing self-awareness, relationship skills and strengthening authentic teacher–student connections in a safe classroom culture.

Ethical Understanding

Students examine perspectives, reflect on values and recognise the impact of their decisions on others.

Critical & Creative Thinking

Open-ended scenarios encourage analysis of behaviours, evaluation of consequences and construction of reasoned viewpoints.

Supporting English Content Descriptors

VGA addresses multiple Australian Curriculum content descriptors for English through the analysis of multimodal texts, character actions and thematic ideas, requiring students to justify viewpoints and construct reflective and persuasive responses.

This aligns with the Year 6 Achievement Standard, where students explain how texts use language features to influence meaning, analyse information and ideas, and develop written responses that demonstrate understanding, reasoning and perspective.

This ensures VGA delivers measurable curriculum value alongside its social-emotional outcomes, making it straightforward to account for within your school's curriculum planning.

Discuss Implementation →

Supporting Health and Physical Education Content Descriptors

VGA addresses multiple Australian Curriculum content descriptors for Health and Physical Education (Personal, Social and Community Health) through exploration of real-world scenarios, requiring students to reflect on behaviours, consider perspectives, and propose strategies to manage social situations and challenges.

This aligns with the Year 6 Achievement Standard, where students propose strategies to demonstrate respect, empathy and inclusion, explain how different factors influence identities and relationships, and analyse information to enhance their own and others' health, safety and wellbeing.

This ensures VGA delivers measurable curriculum value alongside its literacy outcomes, making it straightforward to plan for, teach and assess within your school's Health and Physical Education program.

Discuss Implementation →
Student experiencing virtual reality in school

What Sets This Program Apart

VGA is not a supplementary resource — it's a purposeful learning framework with measurable outcomes for students, teachers and school communities.

📋

Curriculum Credibility

Directly aligned with AC v9.0, addressing General Capabilities and English and HPE content descriptors — a structured experience with clear curriculum intent, not an add-on.

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Genuinely Immersive

VR technology places students within realistic, school-based scenarios involving relatable peer interactions, creating emotionally resonant experiences that engage learners in ways traditional resources cannot, building social understanding through lived experience.

🤝

Teacher-Relationship Focused

VGA creates structured opportunities for teachers to build authentic connections with students, supporting student wellbeing, engagement and positive learning outcomes.

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Assessable Outcomes

The literacy sequence provides meaningful evidence of learning, comprehension, reasoning, reflection and ethical awareness, integrating into existing QCAA assessment frameworks.

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Character at the Core

Resilience, empathy, respect, gratitude, courage and trust are the central language of the program — consistently reinforced across literacy, experience and reflection.

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Practical Implementation

Designed for real school environments, with a structured and consistent delivery model that supports easy implementation, alongside direct engagement from director Greg Millward.

Validation & Research
Margaret Roderick Centre for Mental Health Research
MRCMHR · James Cook University
JCU Margaret Roderick Centre for Mental Health Research
Program Member

Connected to James Cook University

VGA is currently progressing research validation with James Cook University, Townsville, through a Queensland state-wide trial across Catholic Education and Education Queensland schools, including metro, regional and remote locations.

Founder Greg Millward is a member of the Margaret Roderick Centre for Mental Health Research (MRCMHR) and a Founder in Residence with James Cook University, Cairns, reflecting active engagement in both research and innovation environments.

These connections demonstrate VGA's commitment to evidence-informed practice and student wellbeing, providing confidence that the program is being developed within a credible research-informed framework.

VR headset lens close-up
Step Inside a New Way to Learn
Immersive virtual reality — purposefully designed for Queensland classrooms
G

Greg Millward

Director, VGA

With a background in education and a genuine commitment to student wellbeing, Greg brings practical experience and a passion for innovation to every school partnership.

Purpose-Built for Queensland Schools

Virtual Guidance and Awareness was created in response to a clear and growing need in Queensland education, a structured, curriculum-aligned program that uses emerging technology to build the social-emotional skills and character values students need to navigate modern life.

VGA was developed with a deep understanding of classroom realities, curriculum demands and the genuine pressures facing teachers and school leaders today. Every element, from the literacy sequence to the VR experience and reflective consolidation, has been shaped with practical implementation and measurable outcomes in mind.

Our Mission

Equip Australian students with the character and capability to flourish in an interconnected world.

Our Approach

Purposeful, curriculum-aligned, immersive and reflective — designed for real classrooms and real teachers.

Our Values

Integrity, innovation, collaboration and genuine commitment to student and teacher wellbeing.

Our Focus

Building enduring capability through literacy, immersive inquiry and ethical reflection.

Endorsed by Educators and Researchers

VGA has received formal letters of support from school leaders, academic practitioners and research institutions who have experienced the program firsthand.

"

The use of 360° video content, paired with carefully designed reflection activities proved to be both engaging and meaningful for our students. It addressed critical areas such as respectful interactions, mobile phone use, and classroom resilience, all within a medium that students found both exciting and easily accessible.

MA
Mark Allen — Principal
Malanda State School, QLD · BEd (JCU), MACEL
"

Greg's ability to integrate technology with meaningful learning experiences is truly commendable. His work demonstrates a strong commitment to student wellbeing, resilience, and character development in a way that is engaging, immersive, and impactful. I strongly recommend him and his project for any opportunities, funding, or implementation support that may arise.

MC
Dr Margaret-Anne Carter SFHEA
Course Coordinator, Master of Guidance and Counselling · James Cook University
"

Immersive VR experiences such as VGA's represent a promising avenue to improve understanding, empathy, and emotional insight in a manner that is both developmentally appropriate and highly engaging. The MRCMHR supports the continued development, refinement, and evaluation of VGA and recognises the program's potential to contribute to improved mental-health literacy and wellbeing outcomes for all students.

ZS
Prof. Zoltán Sarnyai MD, PhD, MA
Centre Head, Margaret Roderick Centre for Mental Health Research · James Cook University
Child using VR headset
Student with VR headset in school library
Young student with VR goggles

Common Questions

What year levels is VGA suitable for?+
VGA is currently designed for Year 6 students, supporting a pivotal stage as they prepare for adolescence and the transition to high school.
How does VGA fit within our existing curriculum?+
VGA is directly aligned with four General Capabilities of the Australian Curriculum v9.0 — Literacy, Personal and Social Capability, Ethical Understanding, and Critical & Creative Thinking. It supports both English and Health and Physical Education, addressing multiple content descriptors through multimodal text analysis, persuasive writing and structured reflective tasks.
What does implementation look like?+
VGA is delivered as a structured sequence of six 60-minute literacy lessons, followed by a 50-minute immersive VR experience and a 50-minute written summative assessment. VGA works directly with schools to schedule and support delivery in a way that aligns with existing timetables and teaching contexts.
Do we need special technology or infrastructure?+
VGA provides the virtual reality equipment and resources required for the program. Schools do not need to purchase or source specialist hardware. Greg can discuss specific logistics and setup requirements during an initial conversation.
How long does a VGA session take?+
VGA is delivered as six 60-minute literacy lessons, a 50-minute immersive VR experience, and a 50-minute written summative assessment. Contact VGA to discuss the implementation structure that best suits your context.
Is VGA available across Australia?+
Yes, VGA operates across Australia but the AC is QCAA descriptors. If you're unsure about availability in your area, reach out directly and VGA will discuss logistics for your school.
How do I get started or check availability?+
The best first step is to make contact using the enquiry form on this page, or by calling or emailing VGA directly. We'll respond promptly to discuss your school's context, timeline and next steps.

Talk with VGA About Your School

VGA is happy to answer any questions, discuss implementation in your specific school context and explore what VGA could look like for your students and staff.

Business hours: Monday – Friday, 8am – 4pm.

Enquire Now →
Direct Contact
📞 0420 312 413

Make Contact with VGA

Whether you want to check availability, discuss implementation or find out more about what VGA can offer your school — Greg is ready to have that conversation.

Business Hours
Monday – Friday, 8:00am – 4:00pm
Service Area
Queensland, Australia

Send an Enquiry

Fill in the form below and Greg will be in touch shortly to discuss your school's needs.

VGA will respond within one business day. Your details are kept confidential and will never be shared.