This report summarises an investigation into the use and uptake of Second Life (SL) by UK Higher and Further Education. The research had four main goals:
1. to determine the “state of play” of SL developments within the Higher and Further Education sector
2. to discover how these developments are supported, in terms of time, funding and other resources
3. to explore the functionality of these developments, i.e. which types of media or interactive service they incorporate
4. to establish how “busy”, or well-used, the developments have been and discover any impacts resulting from their implementation and use.
Initially, the work set out to take a global perspective, as at the outset of the research there were only a small number of UK academic SL developments. However, as the work progressed a considerable number of UK Higher and Further Education SL activities were discovered (see appendix), and this report focuses exclusively on those.