Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the complete process that was employed in incorporating the use of virtual world technologies in a graduate level course on e-commerce corporate strategy. A description is given of the genre of virtual world simulations, the traditional way the course was given startup issues, course project, milestones ,the assessment process and feedback.
Moscato, Donald R. and Moscato, Eric D.
"A Case Study in Implementing Second Life in a Graduate Distance Learning E-Commerce Class,"
Communications of the IIMA: Vol. 9
, Article 7.
Available at: http://scholarworks.lib.csusb.edu/ciima/vol9/iss1/7