An audio-only paradigm for investigating auditory selective attention has previously been transferred into a classroom-type audio-visual virtual reality (VR) environment. However, directly translating such a paradigm into VR does not promise a close-to-real life scenario, as possible benefits of the virtual environment are not utilized. In the audio-only version, all instructions and the visual cue was presented on a computer display in front of the participant. In the virtual classroom model, the visual information were displayed on a blackboard. Due to the necessity of attending to this information, this method of cue presentation led to the fact that participants only focused on this specific area of the virtual environment. In a more realistic scenario, participants are expected to move their heads and thereby exploit, for example, the benefits of dynamic binaural reproduction. Therefore, this study investigates new cueing methods that may induce participants to interact more with the virtual world. Next to another visual cue, also auditory cues could be promising approaches. The feasibility of these different cue types is evaluated in a listening experiment.