I agree with the conclusion that any language will work, as long as you are a good student and try very hard to understand the basics of the language as you use it. A combination of study and use is very, very much recommended - study what something means, learn how to use it directly with working source, and move on to the next thing. There is a *lot* of work to be done, but the more you clear things up, the faster you will get at understanding the basics. Layers of abstraction will peel away if you take it step by step.
If you want to learn fast and with an interesting approach, pick up a project that already works and has all the basics sorted out for you, and then start reading the code, clearing up all the things you don't understand along the way. A working project already has the questions you will ask, answered. This is really one of the best ways to get a feeling for how to do things - learn from the sources that others have published exactly for this reason. If you start from a working example and pick through it, learning the things that you find interesting, you'll make a lot more progress than if you try to start from scratch.
I'll give you an example, Wakebreaker. Its a C++ project (very well written, imho) that delivers a 3D racing/chase game, utilizes OpenGL ES 1.1, and already works on the Pandora (because I ported it for exactly this purpose). The added advantage to this project is that it was ported to the Pandora, *using* the Pandora - i.e. compiler-onboard, so you don't have to do much before you can compile the sources and run them on your Pandora directly. A lot of times, people get upset with all the work that has to be done to get cross-compiling working - in this case, I used the Pandora itself (which can be used to build software quite successfully) and it went very, very smoothly:
http://w1xer.at/pandora/
Read the documentation carefully, there are details on how to get your Pandora set up to build this project included, and then get stuck into the C++ sources .. it should be very, very easy to understand, start at Game.cpp - and don't forget, with C++, the header files (.h's) should be read first!
If you are competent and honest, after about a week of studying these sources, you should have a pretty good idea of how it works, and while you maybe won't be ready to launch a whole new project from scratch, perhaps you can grok enough of the code to start making modifications. With Wakebreaker, for example, it should be very easy to modify the basic engine to add more models, different play scenario's, gameplay conditions, and so on - these sorts of additions/mods would be a good way for a new (C++) programmer to get their feet wet without getting overwhelmed by all the setup stuff you have to do ..