1. The document discusses six barriers to innovation in teaching and learning in multi-user virtual environments (MUVEs) like Second Life, including technical, identity, culture, collaboration, time, and economic barriers. 2. Some of the key barriers mentioned are the fluidity of identities in MUVEs, lack of standards, difficulty in finding and participating in communities, need to develop collaboration and digital literacy skills, and the significant time investment required for activities. 3. The document advocates addressing issues like identity, cultural literacy, collaboration skills, and how to best exploit the affordances of MUVEs rather than assuming learning can be directly transferred from the real world.