This document discusses the potential for using the virtual world of Second Life for digital field assignments in courses. It argues that digital field assignments allow students to actively collect and analyze data from the field using technology. This can help students learn by doing and understanding through situated experiences. The document presents Second Life as an immersive 3D virtual environment that can serve as a "field" for qualitative research methods assignments, allowing students to conduct role plays and collect data on topics like identity formation and microaggressions. However, it also notes some limitations to using Second Life.