This article presents the results of a study of the impact of incorporating Second Life on the didactics of a university degree subject as well as on student satisfaction, administering a survey to two groups of students enrolled in the same subject through a 24-item questionnaire scored on a 5-point Likert scale for data collection. Subjects comprised 75 students who used the traditional model and 75 students who used a virtual reality model. To verify the hypotheses, the data analysis focused on the descriptive statistics through a comparison of the mean scores for the dependent variables of each of the groups, and with the verification of parametric assumptions, statistical inference was applied to determine the significance of the varia...