In keeping with this trend, technologies such as multi-user virtual environments (MUVEs) are skyrocketing in popularity among educators today (Harrison, 2009a). One of the most widely used MUVEs, Second Life, boasts more than 400 colleges and universities participating in delivery of in-world educational programs or having a presence in Second Life(Campusin3D.com, 2009). With this new platform for distance education come new challenges for educators to discover how social learning happens in virtual worlds. Analyzing how people learn and merging that information with distance education and blended learning contexts can be a challenge for educators. Still, it is being done, and best practices are starting to emerge. This paper examines how social learning theory is manifested in Second Life for higher education.