3Dvirtual world has been widely applied in e-learning project, as its several advantages like3Davatar, rich communication channels. This study focuses on a case of famous virtual world (i.e., Second Life, SL) application in on-line engineering education project. Based on the theory of IT capabilities, we investigated how SL provides value for on-line team as improving their knowledge work outcome. The findings suggested that SL may influence team leaning from two levels. First, at individual level, SL generally positive related to the individual knowledge work, including coding language skills, and personal creativity. Second, at team level, SL positively influence the team learning, by providing rich social resources, social networks, and efficient team dynamics. However, SL also has some disadvantages which may disturb the team learning, like advertising information's, gambling, and sex. We suggest the project must provide some rules to limit students to access information's unrelated to class objectives.