An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate Language and Literacy class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between them. This study identified a number of ways (e.g., extra credit option, supplementary tool, and enhancement to teaching and learning) SL could be used as an educational tool to engage students in learning.There is a large and growing body of theoretical research on the benefits of games and simulations in education (Dickey, 2010;Inman, Wright, & Hartman, 2010;Paul, 2008;Schiller, 2002). However, there has been relatively little in-depth triangulated research on the benefits of using simulations in teacher education. The scenario is further exacerbated by the lack of consistency in the terms used among researchers in the field. In order to provide clarity, this article attempts to present an overview of games and simulations before examining nine secondary pre-service teachers' experiences in Second Life.