Virtual or “Synthetic” worlds such as “Second Life”, and online games such as “World of Warcraft” open up the possibility for new and enriching experiences as both an entertainment and an educational medium. For educators Virtual Worlds have the potential to extend the boundaries of when, where and how learning can happen beyond the realm of the traditional classroom. Presently, these virtual worlds are being widely adopted by corporate interests and the military to do business or to simulate war. It is our view that educators need to re-think their position on the place of this type of technology in their repertoire of pedagogic practices and help to claim these spaces for social and educational purposes. In this poster presentation we will outline some of the pedagogical activities we have been utilising in a VicHealth-funded project based in a secondary school in inner Melbourne. In particular we will describe the architecture of learning underpinning our work in this specific school setting.