The purposes of the study are, first, to suggest exemplary ways to educationally use virtual environments adequately through analyzing cases and, second, to explore practical issues for implementing virtual environments in educational settings through analyzing opportunities and challenges of such platforms. As a result, virtual environments showed affordances by giving learners active participation and language learning opportunities, and by promoting cooperative performance by non-verbal communication when used properly, considering the purpose, context, and needs of a class. Additionally, the study suggests practical considerations for designing classes with virtual environments thorough analyzing platforms, focusing on Quest Atlantis and Second Life. This study has meaning in providing specific suggestions for future researchers and instructional designers.