Praktika / Abschlussarbeiten
Verfügbare Abschlussarbeiten
Creating a GenAI-based Learning Mentor for an Educational Writing Feedback Tool

Are you passionate about Generative AI, educational technologies, and improving the learning experience of students? We are offering an exciting Master’s thesis opportunity to design and implement an AI mentor for our writing feedback platform Peer.
Peer is a educational tool that supports students in improving their writing through structured AI-generated feedback. We now want to take Peer to the next level:
Your mission will be to develop an AI-based assistant that acts as a smart writing mentor. This assistant will guide students through the feedback they receive on their writing, help them understand what to revise and why, answer follow-up questions students might have, and engage in voice- or text-based interactions depending on student preference. The assistant should be both context-aware and educationally supportive, using large language models and/or speech interfaces to foster deeper engagement and learning.
We are looking for Master’s students with:
• Strong interest in AI, NLP, HCI, or Educational Technology
• Experience with Python and/or web development
• Familiarity with LLM APIs (e.g., OpenAI, Anthropic, etc.)
• Experience with dialogue systems or speech interfaces is a plus
If you are interested, please send a short email with your CV to enkelejda.kasneci(at)tum.de.
GenAI tool for reading
Key words: Educational Technologies, GenAI, eye-tracking, reading acquisition
The goal of this project is to design, implement and test a prototype for an ITS (Intelligent Tutorial System) that helps students to learn how to read and strengthen this skill. The project focuses on the conceptualisation of the reading tool (modality of feedback, simple interactive UX design) as well as the first implementation (prototype development and testing).
For more information contact Franziska Kaltenberger (franziska.kaltenberger[at]tum.de) and Enkeleda Thaqi (enkeleda.thaqi[at]tum.de)
Benchmarking webcam eye-tracking

Key words: Webcam-based eye-tracking, benchmarking, comparative study
Eye-tracking allows to collect data of eye movements, which can be used to analyse cognitive processes such as reading difficulties. However, most high-quality eye-tracking technologies rely on dedicated hardware, limiting their accessibility and scalability. This is particularly challenging in educational technologies, where eye-tracking-based tools for learning and especially reading assessment should ideally function on standard consumer devices such as laptops or tablets, without sacrificing accuracy. In these areas, it is essential to obtain high-quality data using webcam-based eye-tracking systems.
For more information contact Franziska Kaltenberger (franziska.kaltenberger[at]tum.de) and Enkeleda Thaqi (enkeleda.thaqi[at]tum.de)
Intelligent VR learning environments for teacher training

VR provides immersive and interactive learning environments for supporting skill development among learners. Moreover, VR can also serve as a valuable tool for enhancing the pedagogical strategies of teachers. In this project, our main objective is to develop an intelligent VR learning platform specifically designed for training teachers in data literacy skills. The platform will incorporate interactive features, including gamification elements and a Chatbot supported by Generative AI, to create engaging and effective learning experiences.
Bachelor / Master Thesis: VR Classroom

Virtual Reality (VR) technology has revolutionized the way we learn and interact with information. In this project, we aim to design a VR classroom that leverages the power of generative behavior and text models to enhance the learning experience for students. The project is presumably suitable for students from computer science: games engineering, but also for all other students who have an interest in developing VR applications that integrate artificial intelligence.
For more information contact ozdelsuleyman(at)tum.de.
Laufende Abschlussarbeiten
Call for Bachelor/Master Thesis: Leveraging Generative AI Chatbots in VR Museums for Enhanced Educational Experiences (ongoing)

Generative AI (GenAI) has gained immense popularity, particularly for its applications in education. Within the virtual reality (VR) realm, where interactive environments are pivotal, GenAI, especially Large Language Models (LLMs), offers promising potential to enrich user experiences. An exemplary use case is the creation of immersive VR museums, where LLM-based chatbots serve as interactive guides. This project aims to propose, develop, and assess an immersive VR museum enhanced with LLM-based chatbots, employing advanced machine learning and eye-tracking technology.
Prerequisites: Unity/Unreal, Python, C#, Machine learning
Contact: hong.gao(at)tum.de
Evaluating Immersive VR and Generative AI Based Learning Environments for Scottish Culture Heritage

Virtual Reality (VR) and Generative Artificial Intelligence (AI) are two innovative technologies with the potential to transform educational practices. VR can create immersive learning environments, enabling students to experience different cultures and historical periods firsthand. AI can personalize learning experiences by providing students with tailored content and feedback. This bachelor thesis explores the potential of combining VR and generative AI to enhance the teaching and preservation of Scottish cultural heritage. Central to this study is the development of a prototype VR experience Scottish Curling VR, which focused on Scottish Bonspiel, an outdoor curling tournament held on a frozen lake. The thesis was showcased at the Festival der Zukunft, where participants were observed and asked to complete a survey. These observations resulted in improvements to the prototype and valuable insights into the public perception of VR and AI in educational settings. This research suggests combining VR and generative AI can create immersive and personalized learning environments. It also reveals a positive public perception toward employing these technologies in educational frameworks. Nevertheless, certain limitations persist. Notably, generative AI models occasionally introduce inaccuracies or misinformation, demanding either expert supervision or a discerning user. Despite these limitations, the research presented in the thesis suggests that VR and AI can potentially improve educational learning experiences. Future research should focus on the quantifiable improvements in learning outcomes achieved through combining VR and generative AI in educational settings.
Effects of Gamification on Learners' Motivation and Engagement in Digital Learning Experiences

Gamification” is the use of game design elements in non-game contexts.
This bachelor thesis focuses on the effects of gamification on motivation and engagement in digital learning. A three-phase user study is included. The study will recruit 40 participants divided into two groups: one using a gamified platform (Datacamp) to learn Python, and the other using a non-gamified medium.
This study is supported by DataCamp, the most intuitive learning platform for data science and analytics. Learn any time, anywhere and become an expert in R, Python, SQL, and more. DataCamp’s learn-by-doing methodology combines short expert videos and hands-on-the-keyboard exercises to help learners retain knowledge. DataCamp offers 350+ courses by expert instructors on topics such as importing data, data visualization, and machine learning. They’re constantly expanding their curriculum to keep up with the latest technology trends and to provide the best learning experience for all skill levels. Join over 6 million learners around the world and close your skills gap. Find out more here: datacamp.com/groups/education.