ESG in Action
10 May 2026
Smart Learning
Economics

Objective:
The Company organized a hands-on training program to enhance the digital technology and Artificial Intelligence (AI) capabilities of lower secondary school teachers and students in Udon Thani Province. The program combined practical learning with lectures to develop participants’ understanding of AI, computational thinking, and basic programming skills. Participants are able to apply the knowledge and skills gained in teaching, learning development, and the cultivation of essential 21st-century skills.
Implementation:
- Conducted training for 50 junior secondary school teachers on AI-assisted lesson planning and basic coding.
- Organized practice-based learning sessions for 100 junior secondary school students through a Practice Lab platform, enabling hands-on experience in each step of the learning process.
- Provided training on AI fundamentals and prompt engineering techniques.
Project Outcomes:
- Teachers and students demonstrated improved knowledge and practical skills in AI, coding, and digital technologies.
- Teachers gained the ability to design lesson plans and learning activities using international-standard platforms and AI tools effectively.
- Students developed projects that reflect analytical thinking, problem-solving, and coding with AI.
- Participants developed a positive, responsible, and ethical attitude toward the use of AI technologies.
- Udon Thani Province now has a model initiative for AI skill development and innovative learning that can be expanded to other educational institutions in the future.
| Target | Result | |
|---|---|---|
| Teachers gain knowledge and skills in using international-standard platforms and AI to design modern and learner-centered teaching approaches | 50 participants | 50 participants |
| Students develop basic skills in coding, computational thinking, problem-solving, and the use of AI to create projects | 100 participants | 100 participants |
| Participants apply the knowledge and experience gained from the training to teaching, learning, and real project development | 150 participants | 150 participants |
| Knowledge and experience sharing on AI and Game-Based Learning among teachers, students, and stakeholders | 150 participants | 150 participants |

