The document summarizes snapshots of UK university and college activities in virtual worlds like Second Life. It finds that the number of institutions and funded projects using virtual worlds for teaching, research, and marketing has grown significantly since the first snapshot in 2007. While Second Life remains prominent, alternatives like OpenSim and Wonderland are increasingly being explored. Key challenges mentioned include the need for more funding, technical support, and evidence of educational effectiveness. The use of virtual worlds in education is expected to continue growing but may take many years to become mainstream.