This document summarizes a research project that used Second Life to improve health literacy. The project involved: 1) Developing interactive games in Second Life to educate users about heart attacks, strokes, and medical terminology. 2) Forming a project team with the necessary skills to build the virtual environment and tools. 3) Marketing the project on social media and professional websites to recruit over 400 participants in 10 months, 36% of whom completed a follow-up survey. 4) Collecting preliminary results from the survey about demographics and whether participants learned useful new health information.