Our efforts to date have focused primarily on the HTC Vive, because its design affordances enable one to 'reach out and touch' simulated realities like 'on-the-fly' molecular physics. According to Slater's definition, the HTC Vive (which utilizes sensors on the headset and controllers to allow real-time motion tracking) is amongst the most immersive commodity frameworks, in the sense that it could be designed to simulate the vast majority of other VR technologies (e.g., a CAVE, a Samsung Gear headset, a Playstation headset, etc.), but not vice versa. Our software implementation permits multiple individuals to simultaneously cohabit the same simulated virtual reality space, enabling collaborative classes to be run using a room-scale setup in which students can walk around, interacting with one another and with simulated molecular objects in the virtual world, all of which is perfectly co-located in 3D. We believe that this immersive framework, which enables molecular interaction with atomically resolved precision, is more effective for teaching complex concepts than less immersive frameworks.