The systematic utilization and dissemination of e-learning, in juxtaposition with the expansion needs for collaborative knowledge, has led to a new generation system, Virtual Worlds (VWs). The quintessence and assistance of VWs allows adult users to immerse themselves in a common 3D multimedia environment, emphasizing co-creation and co-construction of their “knowledge field.” The corollary of interactivity and social form of modeling, allows the design of e-learning activities in accordance with contemporary pedagogical approaches. This chapter focuses both on how using the most advanced 3D Web-emulator of the real world, Second Life (SL), will increase users’ learning ability and vehemently consecrate the common multi-user environment as an incubator of knowledge and action. The methodology is to evaluate SL with the assistance of 70 trainee users, according to four different parameters that postulate the learning progression in a virtual system. The main contribution of this research will be to highlight the suitability of SL for organizing and conducting collaborative scenarios in higher education.