“…Second Life (), launched by Linden Research, Inc. (San Francisco, CA) in 2003, is considered the most popular and active virtual world in higher education (Baker et al, ; Warburton, ; Gong, ; Potkonjak et al, ) and the most used virtual world platform for health education (Liaw et al, ). Second Life educational capabilities have been used for patient health education (Zielke et al, ; Rosal et al, ; Brewer et al, ; Weiner et al, ) and for online learning of diverse health professionals (Papadopoulos et al, ; Antoniou et al, ; Miller and Jensen, ; Irwin and Coutts, ; Shaffer et al, ; Mauldin Pereira et al, ), including postgraduate (Wielcha et al, ; Schwaab et al, ; Melús‐Palazón et al, ) and undergraduate (Richardson et al, ; Creutzfeld et al, ; Gazave and Hatcher, ) medical users. Learning platforms developed in Second Life for health undergraduate students utilize diverse approaches, such as case‐based learning (Conradi et al, ), team‐based learning (Richardson‐Hatcher et al, ; Gazave and Hatcher, ), clinical learning environments for developing clinical reasoning skills (Mauldin Pereira et al, ), and 3D design of anatomical models based on the building capabilities of Second Life (Richardson‐Hatcher et al, ).…”