Research Center for Learning Technologies

RC Learning Technologies

Educational technologies are far from a recent invention—they've been evolving alongside human civilization itself. Even in the Stone Age, children used toy weapons to learn essential survival skills like hunting. These early tools of experiential learning laid the groundwork for what we now refer to as gameful learning.

Fast forward to around 2700 BC, and we see the invention of the abacus in Mesopotamia. This simple yet powerful device became a cornerstone of mathematical education across cultures for thousands of years.

RC Learning Technologies

The invention of the printing press by Johannes Gutenberg around 1450 marked another major turning point. Books, for centuries, became the definitive medium for delivering educational content—many would argue they remain so to this day.

In the 20th century, the concept of mechanized learning began to take shape. In the 1920s, Sidney Pressey introduced one of the first "teaching machines," followed by B.F. Skinner in the 1950s, who advanced the idea with behaviorist principles. These innovations not only paved the way for today’s adaptive learning systems but also gave rise to the multiple-choice test formats that still dominate many educational settings.

For today’s researchers at the intersection of computing and education, understanding this historical context as well as the connected learning theories is more than just trivia—it’s a foundation for designing the next generation of learning technologies.

Today’s field of educational technology is remarkably diverse, spanning a wide array of research areas shaped by both long-standing pedagogical ideas and cutting-edge innovations. Some domains—like learning analytics and mobile learning—have emerged relatively recently, driven by the widespread adoption of smartphones, the rise of online learning platforms, and the ability to collect and analyze large-scale user interaction data through Learning Management Systems (LMS).

Other areas, such as gameful learning, automated assessment, and peer evaluation, have deeper historical roots. Yet even these more established approaches are undergoing rapid transformation as they're reimagined through the lens of modern technology. The infusion of real-time data, AI-driven personalization, and scalable digital infrastructures is reshaping what these concepts look like in practice—and what they can achieve.

This evolving interplay between established methods and emerging technologies presents both a rich heritage to build upon and a dynamic frontier to explore.

Learning Analytics is all about using data to better understand how people learn in digital environments. It involves collecting, aggregating, analyzing, and interpreting information about learners and the contexts in which they engage with technology-supported education.

The motivation behind this type of analysis is multifaceted. Technological advances now make it possible to track learning interactions at scale, while pedagogical goals drive interest in using that data to improve educational outcomes. At the same time, political and economic factors—such as accountability, policy-making, and resource allocation—also play a role in pushing the field forward.

By evaluating learner data, researchers and educators gain insights into what works, what doesn’t, and how to fine-tune digital learning experiences. Whether it's identifying at-risk students, personalizing instruction, or improving the design of online courses, learning analytics offers a powerful toolkit for optimizing teaching and learning in an increasingly digital world.

Gameful learning is an umbrella term that brings together two closely related approaches: gamification and game-based learning. Gamification refers to the use of game-like elements—such as points, badges, or leaderboards—in non-game environments to boost motivation and engagement. Game-based learning, on the other hand, involves the use of actual games to teach specific content, skills, or competencies.

Over the past two decades, both approaches have attracted considerable attention from researchers and educators alike. Studies have shown promising results in terms of learner motivation, retention, and active participation. Recently, the emergence of immersive 3D environments—often referred to as the metaverse—has added a new dimension to gameful learning, enabling rich, interactive simulations and collaborative virtual spaces that mirror real-world complexity. The research center for educational

technologies collaborates closely with the research center for extended reality to integrate such technologies in the German UDS learning experience.

Yet despite this growing body of work, many open questions remain. What types of game mechanics are most effective for different learners? How can we ensure that gameful experiences support deep learning rather than distraction? And how can we design educational games that are both pedagogically sound and genuinely engaging?

With the rapid rise of (generative) AI, the landscape is evolving even further. AI has introduced powerful new capabilities—automated feedback systems, intelligent avatars, and tools that generate personalized content. Particularly the potential for students to misuse AI tools in ways that undermine traditional assessment methods raises concerns about academic integrity.

As AI-powered tools become more accessible, traditional assessment methods—especially in online settings—face increasing challenges. Ensuring academic integrity in this new landscape requires the development of examination formats that are resilient to misuse. This challenge is not just a technical or procedural one—it opens up an entirely new field of research at the intersection of pedagogy, ethics, and technology.

Rather than resisting these emerging tools, our approach is to embrace them as part of the learning process. We encourage students to engage with AI and other digital aids in a transparent and responsible way. For example, they might use generative tools to explore ideas or refine their work, but are expected to clearly document how and where these tools were used. By doing so, we aim to foster both academic honesty and digital literacy—skills that are increasingly essential in today’s educational and professional environments.

Scaling Competency-Based Learning. One of the key challenges in online education is offering scalable, competency-based learning formats—such as project-based learning and collaborative teamwork—that go beyond passive content consumption. Over the past decade, we've explored these approaches extensively in the context of MOOCs. Now, as we transition into a fully online university setting, these formats are poised to take on an even more central role in our educational model.

These active learning formats require rethinking how we assess skills and competencies. Traditional exams often fall short in capturing the depth of what learners can do in real-world contexts. One promising solution for scaling assessment in such settings is peer assessment. Not only has it proven effective for managing large numbers of learners, but it also enhances the learning experience itself—by evaluating each other’s work, students gain critical insights into their own performance and learn from diverse perspectives.

Artificial intelligence offers new opportunities to support this process, for example by assisting peers in providing consistent and constructive feedback. However, it is essential to ensure that such AI support remains a guide rather than a crutch, and does not introduce bias into the evaluation process.

Automation in Assessment has long been part of educational practice—multiple-choice questions, for instance, have been a staple for decades. However, with the advent of advanced AI tools, such formats have become increasingly susceptible to misuse, raising new concerns around academic integrity.

At the same time, these challenges present opportunities. The same technologies that enable cheating can also help educators detect it and design more resilient assessments. Moreover, the field of automated assessment extends far beyond multiple-choice tests. Areas such as programming assignments and highly structured disciplines like mathematics offer rich ground for developing and refining automated evaluation methods. Despite significant progress, many open questions remain. Next to theoretical research, this area provides a wide field of engineering new solutions that can help the students to develop and improve their own learning environment. These are not just technical challenges—they touch on fundamental pedagogical goals and call for interdisciplinary collaboration.

Standardization. The rapid growth of educational technology has led to a tangle of overlapping terms and approaches, making it difficult to compare research or apply findings across contexts. To address this, the field increasingly needs shared standards that improve clarity and collaboration—without limiting the innovation and flexibility that make it thrive.

From Research to Practice: Shaping the Future of Digital Learning

Insights from educational technology research can directly enhance the services we provide—but their impact goes far beyond a single institution. Many of the topics mentioned earlier, from learning analytics to peer assessment, are highly relevant across diverse educational settings: from K–12 classrooms to universities, and increasingly in lifelong learning environments aimed at upskilling and reskilling the workforce.

In a world where technological change is constant, continuous learning has become essential. MOOCs—Massive Open Online Courses—have played a major role in this shift, offering flexible, high-quality learning opportunities from leading universities on global platforms. A growing trend is to bundle these courses into structured programs that lead to micro-credentials or micro-degrees, providing learners with targeted, stackable qualifications.

At the Research Center for Educational Technologies, we explore both the promise and the pitfalls of these innovations. Our interdisciplinary work seeks to understand how emerging technologies can enhance learning while addressing the ethical, pedagogical, and practical challenges they present. For students, educators, developers, and researchers alike, this is an exciting time to engage with the future of education.

The Research Center for Educational Technologies involves professors and researchers (computer science, AI, distributed systems, statistics, pedagogy, didactics, sociology, law) and companies in an interdisciplinary way with other research centers of the German University of Digital Science. In addition, collaboration with other universities and industry through research partnerships or external Ph.D. students is planned.

Due to the overall digital character of the German University of Digital Science, doctoral and master students are not bound to a specific location. Through regular communication with supervisors and active (weekly) participation in the Research School of the Research Center, students and doctoral candidates learn to interact and learn from each other. Topics for master’s theses and doctoral dissertations are derived from the research foci and projects.

For a more detailed overview of the work of the involved research groups, please find the publications here:

Research Groups:

  • Educational Technologies and Social Learning
  • Multimodal Learning Technologies
  • Digital Education and Internet Technologies

Members of the Research Center:

The following Professors and Senior Researchers from the German UDS, along with their scientific collaborators and PhD students, are affiliated with the Research Center for Learning Technologies

Explore Our Other Research Centers

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