This document discusses the potential for using virtual worlds like Second Life in education. It outlines some issues to consider, such as technical difficulties, identity issues, and the fact that virtual worlds may not appeal to all students. It also discusses platforms for virtual learning like Sloodle, current uses in UK higher education and further education, and alternatives to Second Life like OpenSim and Twinity. In conclusion, while Second Life remains popular, competition from other virtual worlds is growing, but most educational institutions are not yet experimenting widely with alternatives due to costs and other factors.