I've experimented with OpenGL ES 2.0 every six months or so for the last 2 years. It's been rough. Googling for answers was okay once I already knew my way around. But I was very frustrated in the beginning, especially since every site does things differently. Some sites are Android-specific but lack depth in OpenGL; others are the opposite.
So today I bought Kevin Brothaler's book to go back to first principles. It's the best tech book I've read in a long time! It has depth to understand why (what's a frustrum? what's a right-handed z-axis?), but is still practical for writing code: every chapter makes the demo program visibly better. And it doesn't assume I'm an expert at linear algebra.
If you're interested in OpenGL ES 2.0 for Android, get the DRM-free ebook for $25.
http://pragprog.com/book/kbogla/opengl-es-2-for-android