Abstract
Educational researchers and practitioners have paid considerable attention to the use of multiuser virtual environments (MUVEs) in recent years in order to support learning across curricula. According to Nelson and Ketelhut: “Educational MUVEs have emerged in recent years as a form of socioconstructivist and situated cognition- based educational software” (2007, p. 269). Among MUVEs, Second Life (SL) is one of the most popular environments, with over 18 million account-registered users as of May 2008 (Second Life Economic Statistics, May 2008).