This document discusses virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and their potential applications in higher education. VR uses software to simulate a user's physical presence in realistic 3D environments, while AR supplements the real world with computer-generated input. MR merges real and virtual worlds. These technologies offer opportunities for visualization, creative work, empathy building, and motivating difficult learning tasks in pedagogies. Issues around content discovery, hardware access, and computational challenges must also be addressed to fully realize their educational potential.