It may seem like starting with OpenGL 1.x (or 2.x if you will, which is pretty much the same) would be the correct thing to do, since immediate mode is so nice and easy, and you need not worry about setting up buffers, shaders, etc. and there are so many nice and easy tuturials around.
However, I strongly recommend to start with OpenGL 3.x (3.3 if you target anything but Mac). The reason is that sooner or later, you will have to "unlearn" everything that you learned wrong otherwise. The classic, fixed function pipeline does not map well (or, at all) to hardware, so it offers a quite inferior performance. If you plan on getting serious one day, you will have to learn proper, modern OpenGL.
There is not that much of a difference between version 3 and version 4 (other than a few more features, such as tesselation and compute shaders, and better minimum specs), but there are worlds between versions 1/2 and version 3. They're totally different things, even if some functions still have the same name. It's best to learn the correct way from the beginning.
OpenGL ES is a somewhat different beast, but OpenGL ES 2.0 is in my opinion "sufficiently close" to modern OpenGL (buffers, shaders) so you will still rather want to learn modern OpenGL right away instead of starting with "museum" versions.