This document discusses capturing live experiences with virtual and augmented reality (VR/AR) for learning purposes. It presents a framework that identifies key dimensions for capturing experiences, including perspectives and viewpoints, levels of abstraction, editing facilities, social scope, sensors and senses. It then provides an overview of technologies that have been used to capture experiences with VR/AR and the learning affordances they enable. The document concludes by discussing future work on interoperability standards and automated capturing, conversion and annotation of experiences.