A growing number of case studies are demonstrating the value of virtual reality environments to cultural heritage sites, as they allow visitors to experience lost landscapes and past events. There are far fewer examples of virtual reality being used in Museums. This paper will draw on the findings from the Samsung Digital Discovery Centre’s ‘Virtual Reality Weekend’, an early iteration of using VR at a museum, to demonstrate the value of VR for deepening engagement with a museum collection for children and young people, schools and families. The Samsung Digital Discovery Centre provides free activities for schools, families and teenagers at the British Museum, using digital technology to engage these audiences with the Museum’s collection. We are always seeking to explore how new technologies can contribute to this aim, and were excited by the potential presented by Samsung Gear VR headsets and virtual reality environments. But without significant examples of this technology being used with our audiences in other museum contexts, we created our own virtual reality experience to enable action research on its potential and possibilities. The results have been rewarding. Our virtual reality experience presents 3D scans of three Bronze Age objects - a Sussex Loop, a ceremonial dirk from Beaune, and one item of Treasure – in the context of a Bronze Age round house. The three objects are themselves mysterious, and the VR experience invites visitors to explore multiple interpretations about each object’s function and purpose. Our decision to create a virtual environment of the distant past provided particular insight on the contribution of adding a context to the interpretation of our objects, as this is a period that we know is difficult for schools, families and young people to understand. Our virtual reality experience was originally tested with the public over a Virtual Reality Weekend on 8th-9th August. To fully test the impact of the virtual reality environment we created, we presented the experience across three platforms: Samsung Gear VR headsets, Samsung Galaxy 10.1” tablets, and in an immersive fulldome. This allowed for differentiated feedback which will be presented in this paper. This paper will conclude by situating virtual reality within the context of other digital engagement methods used in museums. arguing that virtual reality brings unique value and engagement opportunities to learning programmes in Museums.