Substantial (73 page PDF) report on the use of games to support learning, including a section on Second Life. The report is well written and well documented but I am still uneasy with it, as it seems to me to take the perspective of the use of games by learning (eg., see the diagrams on page 36, and the conclusions on page 7 (eg. "Use of both leisure (commercial-off-the-shelf) games and proprietary games need to be embedded in practice effectively and in accordance with sound pedagogic principles and design."), which really seem to be in no way supported by the literature). Rather than using games in learning, I still think educators should be looking at how to use learning in games. Related: a greate example from GamaSutra of a game design document. As Clark Quinn observes, "they freely switch between lookup tables, flow charts, and other ways of representing their thoughts."