The document discusses the possibilities of using virtual reality (VR) and augmented reality (AR) in education, including giving examples of VR/AR apps and hardware that could be used for educational purposes such as field trips, medical training, and interactive 3D modeling. It also provides definitions of VR and AR, highlighting examples like Google Cardboard, Oculus Rift, and Microsoft Hololens, and suggests these technologies can boost empathy and engagement in learning.