The document discusses using the virtual world Second Life for higher education. It notes that today's students spend a lot of time online and describes some key features of Second Life, like avatars and building tools. The document then outlines different learning methods that are possible in Second Life, like role-playing and interacting with simulations. It provides examples of subjects that could be taught in Second Life, from art to physics. The document concludes that Second Life could appeal to students and allow for collaboration, but educators would need reliable content and a guide to using it effectively.