The challenge now available to schools is to prepare students in skills development for the Knowledge Society, where the principies are based on work in a cooperative way, search for information, develop criticai thinking, and know how to act to solve problems. The ability to think creatively is essential, due to changes imposed by new technologies. The design of learning programs faces many challenges and is at the same time important for learning to be effective. The inclusion of computers enhances the exploitation of information and conversion technologies in education, exploring new ways of learning. Today, it appears that students spend more time playing in general, than studying. The digital natives generation grew up with computer games, internet and movies, and this reality hás changed expectations. Technological change hás come to provide the use of virtual environments that can be applied to situations of individual or collaborative learning. This project examines the possible use of computer games and thek potential support to the relationship between teaching and learning. It is also intended to gauge the project if games can be vehicles for learning in formal, non-formal or informal contexts.

KEYWORDS: User interactor, informal learning, virtual environments, educational games, digital generation.