The first case study involved 30 Danish students aged 16-17 using Second Life to learn English. Students visited virtual locations related to Berlin and solved puzzles in the Robin Hood Quest. While students gained skills in navigating Second Life, the tasks proved too complex. Future projects could involve collaboration across countries and be scheduled earlier. Mastering Second Life required a steep learning curve. The second case study involved Italian high school students using Second Life over 30 hours to create a virtual bazaar and gain communication, cooperation, and problem-solving skills.