This document discusses the rise of metaverses and their potential impact on education. It begins by defining metaverses as persistent virtual worlds that bridge the gap between virtual and real experiences. The COVID pandemic disrupted education and increased technology's role, while new technologies like AR, VR, and cryptocurrencies now better support metaverses. Major companies like Epic, Facebook, Microsoft, and Roblox are making large investments in metaverses and their education applications by providing more immersive and interactive experiences across devices. However, metaverses could also increase the digital divide and raise issues around how educational content is created and owned, as well as student privacy and data use that will require research and ethical standards.