Over the past few years, virtual environments have captured the pedagogical

and creative imagination of educators around the world as their access and

availability have increased. These environments present an opportunity to engage

students differently, but they also provide a platform on which new theories

of teaching and learning may be explored. Cybergogy is the study of how

environments like these are being used for teaching and learning. The follow-

ing case study illustrates how to engage learners through cognitive, social, and

emotional factors within virtual environments, such as Second Life®, while

focusing on technical communication.