That was a complete example of how to use the functions :-)

Here, I've added enough surrounding code to be self-explanatory. 

#Import it:
from OpenGL.arrays import vbo
import numpy as np
...
#Create a vertex buffer object
vertices = [  [0,0,0],[0,1,0],[1,0,0],  [2,0,0],[0,3,0],[4,9,6],  [7,8,1],...]
vertex_buffer_object = vbo.VBO(np.array(vertices,"f"),usage='GL_STATIC_DRAW')

...
#Draw VBO
glEnableClientState(GL_VERTEX_ARRAY); glVertexPointerf(vertex_buffer_object)
glDrawArrays(GL_TRIANGLES,0,len(vertices)/3)

glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,0)

Normal, and texture VBOs work very similarly.  Vertex attribute VBOs require you to specify a shader, but you'll only need those for things like normal mapping, etc.

If you need more explanation, try: http://pyopengl.sourceforge.net/context/tutorials/shader_1.xhtml, or Google: "from OpenGL.arrays import vbo".  My implementation is here: http://www.pygame.org/project-glLib+Reloaded-1326-.html, in glLib/glLibObjects.py (class glLibObject) but it's probably too convoluted for a tutorial. 

Ian