In recent years, the ubiquitous availability of various tools for building evaluation and simulation has opened up numerous new possibilities for quick and cost-effective assessment of building design and planning. In addition, Building Information Modeling (BIM) provides an approach to combine data from a wide range of tools into a comprehensive data space that represents all important aspects of a building. The underlying idea is to unify and simplify the construction and planning process. However, studies have shown that often compatibility and data integrity problems can be observed. Moreover, the general approach is accepted by practitioners and stakeholders slower than expected for a variety of reasons. A possible application of Building Information Modeling - namely to be used as an educational medium to support a holistic pedagogical approach - has hardly been considered until now. ^The flexible and modular architecture of BIM systems, which addresses the linking of different data structures and various means of semantic data, shows many parallels to the workflow of researchers and building professionals. The manual acquisition, organization, and structuring of information that is the current practice can be considered outdated, and could benefit from the BIM-ideas, if properly deployed for educational purposes. This master thesis focuses on important aspects within this idea: - First, current technological developments and some widely distributed software tools and their interfaces (also from non-construction domains) are reviewed and compared with each another. This is done to obtain inspiration for the described environment. Concepts such as immersive virtual reality (VR), augmented reality (AR), gaming approaches and their educational potential are thoroughly examined. ^- Based on these research efforts, a specific application and subsequently the coupling of two existing software tools, which were originally designed for different purposes, is examined. Specifically, a wide-spread gaming environment (Minecraft), often described as intuitive, is considered as a potential input data source for a highly specialized building simulation software (the numerical thermal bridge simulation software AnTherm). These tools share some similarities but show great differences regarding user interface, data handling and the possibilities of geometry manipulation. The coupling of these two tools is discussed and aims at a simplified, more efficient workflow for assessing thermal bridges. Potential problems and opportunities are illustrated. Possible workflows for the data transfer are outlined, examined and discussed regarding their advantages and disadvantages. ^The present master thesis engages in a small but very important domain of the described environment, namely the aspect of simplified and intuitive data input for complex tools. Given the wide-spread use of gaming engines such as Minecraft amongst young people, the approach can be considered as a promising idea.