Birmingham’s Newest Attraction Turns Children’s Dinosaur Obsessions Into Real Science as They Head Back to School This Winter

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Hundreds of school children in the Midlands will experience a new virtual reality attraction called "Age of Dinosaurs" at Sandbox VR Birmingham, developed in partnership with the Natural History Museum. This immersive experience aims to enhance learning by allowing children to explore a Jurassic world, fostering engagement and understanding of science through interactive, team-based activities. The initiative reflects a broader educational trend towards using technology to improve engagement and interest in STEM subjects.

EDITORIAL INSIGHT: Context, industry insight and market perspectives of this news story

The launch of an immersive dinosaur-themed learning experience in Birmingham highlights the growing use of technology to engage children in science outside the classroom. By combining virtual reality with expert-led content, the collaboration between Sandbox VR and the Natural History Museum aims to make STEM subjects more accessible and memorable, particularly for young learners who are already comfortable with digital environments.

With national policy increasingly focused on strengthening science and technical education, initiatives like this offer schools and families a practical way to support curriculum goals and inspire future interest in STEM careers. As education providers look for new ways to connect with students and address skills gaps, hands-on experiences that blend entertainment with learning are likely to remain in demand, especially when they are backed by scientific expertise.

Story Ideas
Economic impact

Examining the Role of Attractions in Promoting STEM Careers

Investigate how attractions like Sandbox VR Birmingham contribute to local economies by fostering interest in STEM careers, particularly in the context of new educational reforms in the UK.

Target audience
business publications, local-news
Story potential
7/10
Research/data

Impact of Immersive Learning on STEM Education in the UK

Explore the role of immersive technology in enhancing STEM education, focusing on the new partnership between Sandbox VR and the Natural History Museum as a case study. Analyse how immersive experiences can improve understanding and retention of complex scientific concepts among students.

Target audience
education-focused publications, national-news
Story potential
8/10
Press Release

Birmingham - September 18, 2026

Hundreds of school children from across the Midlands will step out of the classroom and into the prehistoric age this winter, thanks to a brand new partnership between Sandbox VR and the Natural History Museum. Beyond the adventure, it puts immersive learning to work, an approach research links to stronger understanding, recall and engagement with science.

Children learn far more from what they do than from what they are told, and children today grow up immersed in technology.. In one international study of two to five year olds, more could play a computer game than could tie their own shoelaces, 58 per cent against 9 per cent.

Age of Dinosaurs, developed with some of the world’s leading dinosaur experts, takes small groups on a guided expedition into a Jurassic world where prehistoric life is explored rather than simply read about. Over roughly 30 minutes, groups of up to six work together to complete their mission, guided by Aluna, an explorer from the future, and her robot dog Chrono. They navigate difficult terrain and come face to face with a towering Brachiosaurus, a hungry Triceratops and the fearsome Tyrannosaurus Rex. The experience is built for teams, so children communicate, plan and solve problems together throughout. Every creature and habitat has been shaped by expert input, so what children encounter reflects the current scientific understanding of how these animals looked, moved, sounded and lived.

Dr Darren Naish, Palaeontologist and Lead Scientific Consultant at the Natural History Museum, said: “It’s the dream of every dinosaur expert to help bring these amazing animals to life. We’ve done everything we can to portray dinosaurs, their contemporaries and their world according to current scientific understanding.

“I’m thrilled with the vibrant, exciting event we’ve created and hope you enjoy it as much as I’ve loved seeing it all come together.”

A systematic review of more than 100 studies into immersive technology in school-age STEM learning found that it helps pupils visualise complex concepts, sustain engagement and build more positive attitudes towards science, technology, engineering and maths. Immersive environments make abstract ideas concrete, letting learners explore processes and places no classroom could recreate, which supports deeper understanding and stronger recall. Because pupils take part rather than simply watch, virtual reality has been shown to lift engagement, including among children who find traditional lessons hardest to connect with. Studies have also found that hands-on virtual encounters raise interest in science and shape how children picture their future careers, at a time when drawing more young people into science and technology remains a national priority.

That priority is now reflected in national policy: from September 2028, new technical education routes will let pupils from Year 10 combine core subjects including science with skills training linked to local jobs, reforms that build on the Greater Manchester Baccalaureate introduced under Andy Burnham.

Unlike traditional virtual reality, which relies on a single headset, Sandbox VR uses the same full-body motion capture found in Hollywood productions, so players see and interact with one another as though they were really there. Research points to that kind of collaboration and peer learning as a strength of immersive education.

Andy Scanlon, Owner of Sandbox VR Birmingham, added: “Children have always been fascinated by dinosaurs. This partnership takes that fascination and turns it into something lasting, a first taste of the science behind the creatures they already love, and hopefully the start of a real interest in learning.”

Age of Dinosaurs is now available at Sandbox VR Birmingham.

Schools and families can find out more at sandboxvr.com/birmingham.

Notes to editors

For all media enquiries, please contact EAST VILLAGE. on 0121 487 1410 or email: Harrison Jones-Cross || [email protected] Katie Smith || [email protected] Notes to editors Age of Dinosaurs is an exclusive Sandbox VR experience developed with leading dinosaur experts and the Natural History Museum. The experience lasts around 30 minutes and is designed for groups of up to six players. Sandbox VR is the world’s premier destination for location-based virtual reality experiences. Operating across 80+ venues around the globe through a robust franchise and corporate-owned model, Sandbox VR attracts nearly 150,000 guests each month. Sandbox VR provides guests the opportunity to step out of everyday reality into unforgettable adventures through exhilarating, group-play immersive experiences. Using a proprietary full-body VR platform, the company develops original and licensed content, including exclusive experiences like Stranger Things: Catalyst and Squid Game Virtuals in collaboration with Netflix, and the Sandbox VR original Deadwood series. With over 5 million tickets sold worldwide, Sandbox VR has become the leader in immersive entertainment, combining premium technology with emotionally engaging storytelling. Sandbox VR is headquartered in San Francisco with offices in Hong Kong and Vancouver.

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