ICGAL 2025
Workshops, Panels & Symposia
Symposia cum Book Launch
(11 June Wed 10:30 - 11:15)
From AI to Generative AI Literacy Education cum A Book Launch on GenAI
Panel (11 June Wed 14:00 - 15:30)
EU MS restrictions on smart phones - Education Technology under pressure of banning personal devices from classrooms - How come over such a barrier?
Aim:
Discuss educational technology's actual policy support in Europe and especially the changes in many EU member states lately, targeting a ban on personal devices in schools. How to overcome this barrier? How to use this restriction to strengthen ed-tech in class rooms?
Involved key persons:
Prof. Janika Leoste - Tallinn University
Prof. Chu, Kai Wah Samuel - Hong Kong Metropolitan University
Prof. Kristóf Fenyvesi - University of Jyväskylä - TBD
Prof. Garai-Fodor Mónika - KVK Dean Obuda University - TBD
Agenda:
Short introduction of the problem to be discussed (10')
Panel discussion of outlining the state-of-the-art of education technology using policy support/barriers in the world (50' - 10' each panelist + 10' discussion)
Experiences and best practices
Policy solutions and national/regional cooperation forums supporting ed-tech usage
Financial support schemes
Institutional freedom and policy-driven obligations
Policy makers' engagement tips and tricks
Open discussion with participants (20')
Wrap up the workshop (10')
Description:
A quite new phenomenon in education technology policy is to ban on personal devices from classes. Banning personal devices like smartphones from schools as educational technology support tools can have significant consequences. While it may reduce distractions and improve focus in classrooms, it could also limit students' access to valuable digital resources, real-time research, and learning apps that enhance understanding. To substitute these tools, schools may need to invest in centralized technology such as school-issued tablets or laptops, interactive whiteboards, and specialized educational software. However, this shift may impact the educational technology service provider sector, as demand for personal device-compatible learning applications could decrease while institutional tech solutions gain prominence. Teachers, in turn, may face challenges in ensuring students develop digital literacy and responsible technology use, which are essential skills for modern learning and the workforce. To overcome this, educators might integrate dedicated digital literacy courses, use controlled digital environments, and provide structured lessons on navigating online resources effectively within school-approved platforms.
The workshop is supposed to discuss what potential responses might occur to support the sector, what the international best practices and how the sector can influence policy makers to understand its special needs, aims, and interests.

Pre-conference Workshop
(10 June Tue 14:00 - 17:30)
Playing mathematics with dice - for Primary Students
Dr. CHENG, Wing Kin
Lecturer, Department of Education, School of Education and Languages, Hong Kong Metropolitan University
Abstract:
Mathematics is an important tool for learning across subjects. However, lots of students do not like There is a proverb “Practise make perfect”, but students do not like doing lots of exercise. .There is an etymology ”Diligence has its reward; play has no advantages.”. Can students learn mathematics while they are playing games? In this workshop, different dice games will be introduced to help young learners learn mathematics in a fun way with dice. Those games include single player game, multiple player game, parent-child game, and teacher-student game.
Bio:
Dr. CHENG, Wing Kin is a Senior Lecturer in the Department of Education, School of Education and Languages, Hong Kong Metropolitan University. He is now serving as the the overseas director of the International Society for the Advancement of STEAM education, vice-internal president of the Hong Kong Association for Mathematics Education (HKAME), expert panel member and adjudicator of the Hong Kong Mathematics Creative Problem Competition for Primary Schools and for Secondary School, and the adjudicator of The Hong Kong Creative Maths & Science 4D Frame Competition. He has strongly background in Mathematics and STEAM education. Dr. CHENG Wing Kin is actively involved in research studies since joining HKMU in 2024. He has been granted the HKMU R&D fund on a research project “Advancing AI on teaching secondary mathematics in Hong Kong”. He was invited to deliver talks and seminars. His research interest includes AI in Education, Mathematics Education, STEAM education, Learners’ Agency, etc.

Workshop for Summer Institute
(12 June Thu 14:00 - 17:30)
Understanding your AI competency by designing activities and measurable items - Thursday pm
Dr. Thomas Chiu
Associate Professor of Digital and STEM Education (from August 1, 2025), The Chinese University of Hong Kong; Associate Director, Centre for University and School Partnership; Associate Director, Centre for Learning Sciences and Technologies.
Abstract:
In this workshop, the speaker will introduce two frameworks related to teaching AI competency: one for self-regulated learning and another for human-AI collaborative learning activities. He will also present assessment items for evaluating teacher and student AI competency. Participants will engage in discussions on how to adapt and apply these activities and assessment items in their context. Through hands-on activities, participants will gain a more thorough understanding of designing AI-supported self-regulated learning activities and assessing AI competency effectively.
Bio:
Dr. Thomas CHIU is an Associate Professor of Digital and STEM Education (from 1 August, 2025) at The Chinese University of Hong Kong, as well as the Associate Director of the Centre for University and School Partnership and the Centre for Learning Sciences and Technologies. He has extensive experience in school teaching and leadership, while also recognized as one of the top 2% most cited scientists in education by Stanford University. He currently serves as a co-editor of interactive learning environments and an associate editor of three international SCCI journals. His recent book, Empowering K-12 Education with AI: Preparing for the Future of Education and Work, reflects his commitment to and expertise in AI education.


Workshop for Summer Institute
(13 June Fri 14:00 - 17:30)
GenAI-Supported STEAM Education for Planetary Well-Being: Transforming Knowledge into Collective Action


Dr. Kristof Fenyvesi (Top Left)
Senior Researcher of the Finnish Institute for Educational Research, University of Jyväskylä, Finland
Associate Professor of Indonesia University of Education
Associate Professor of University of Milano-Bicocca
Associate Professor of Korea National University of Education
Dr. Zoltán Márton (Top Right)
Director of the Hungarian STEAM Platform and the Head of the STEAM Office at Obuda University
Mr. Sándor Kirchoff (Bottom Left)
Software Developer and IT Project Manager at the Hungarian STEAM Platform & the STEAM Office of Obuda University
Prof. Zsolt Lavicza (Bottom Right)
Professor in STEAM Education Research Methods, Johannes Kepler University’s Linz School of Education
Abstract:
This workshop engages educators in designing AI-enhanced lesson plans that integrate STEAM education, planetary well-being, and the UN’s Sustainable Development Goals (SDGs). Recognizing the challenge of transforming knowledge into meaningful action, we explore how Action Competence for Planetary Well-being can empower students to actively address sustainability challenges. Drawing on Education for Planetary Well-being, the session highlights interdisciplinary strategies that move beyond traditional sustainability education by emphasizing active participation, critical reflection, systems thinking and joyful learning.
Participants will explore Generative AI as a co-creator, using it to develop innovative, AI-assisted pedagogical approaches that enhance students’ engagement in environmental education. The session introduces best practices from EU-supported projects like STEAMcraft (https://www.steamcraft.eu/), Joyful Schools (http://joyfulschools.eu/) and STEAMconnect (https://steamconnect.education/), which successfully integrate digital tools, interdisciplinary education, action-oriented pedagogy and joyful learning.
One of the key highlights of the workshop is the opportunity to implement lesson plan ideas in a gamified learning environment through the STEAMcraft project. This Erasmus+ initiative focuses on STEM-oriented education in virtual worlds, utilizing customized Minecraft modifications to teach students about renewable energy and smart city development. STEAMcraft fosters immersive learning through interactive simulations and quests, enabling students to explore systemic renewable energy solutions and engage with real-world sustainability challenges in a gamified setting. Participants will have the chance to develop a sustainability-focused Minecraft scenario aligned with their AI-assisted lesson plan, integrating experiential pedagogy and gamification to maximize student engagement and critical thinking.
Alternatively, the workshop will offer another AI-driven creative pathway, inspired by the World at Play project, which explores the artistic and imaginative potential of Generative AI in sustainability education. As demonstrated in South African and Finnish children’s intercultural mathematical art collaborations, GenAI can support speculative design, expanding students' agency to reimagine sustainable futures through creative expression. By integrating mathematical art, intercultural dialogue, and AI-augmented design, participants will explore how AI can stimulate both analytical and artistic thinking, making sustainability education more inclusive, visually compelling, and open to diverse interpretations.
By the end of the session, educators will have co-created AI-enhanced, STEAM-based lesson plans, explored Minecraft as a sustainability learning tool or examined the creative potential of GenAI in fostering imagination and transformative thinking in planetary well-being education.
Dr. Kristóf Fenyvesi's Bio:
Dr. Kristóf Fenyvesi, Ph.D. (www.kristoffenyvesi.com) is an education researcher from Finland specializing in STEAM pedagogy, multidisciplinary learning, and cultural studies. He is a Senior Researcher of University of Jyväskylä’s Finnish Institute for Educational Research, and the founder of Experience Workshop Global STEAM Network. He is a member of various research groups, including the University of Jyväskylä's Research Group for Innovative Learning Environments, Tampere University’s Research Group for Education, Assessment & Learning, and also a visiting researcher of Tallinn University's Educational Innovation Collaboration Cluster, STEAM4EDU. Associate Professor of Indonesia University of Education (UPI), Korea National University of Education and Visiting Professor of Milano-Bicocca University. Fenyvesi has written numerous articles published in prestigious journals and edited math-art-education handbooks. He is an active organizer and contributor of international scientific events, education programs, exhibitions, STEAM workshops, and festivals worldwide.
Dr. Zoltan Marton's Bio:
Dr. Zoltan Marton is the Director of the Hungarian STEAM Platform and the Head of the STEAM Office at Obuda University. He is also the STEAM Unit Lead of the EdTech Talents project at the university and the Head of the National STEM Excellence Program. He holds a BA in Safety Technology Engineering and an MA in Teacher of Engineering. He serves as Scientific Coordinator for the STEAMCRAFT project and was the National Scientific Coordinator for the SOBER project, in addition to participating in several international initiatives. Currently a PhD student at the Doctoral School on Security and Safety Sciences, his research includes STEAM-related digital curriculum development, gamification, and cyberspace-based protection strategies. He is an assistant lecturer teaching innovative learning methods and engineering pedagogy. He has published multiple peer-reviewed articles, including Web of Science-indexed Q2-level papers, which focus on STEAM education and GBL, among other topics. He is also the founder of the Children’s Summer Universities at Obuda University, fostering digital competence, safety awareness, and environmental responsibility.
Mr. Sandor Kirchhof's Bio:
Mr. Sandor Kirchhof is the Software Developer and IT Project Manager at the Hungarian STEAM Platform & the STEAM Office of Obuda University. Lead developer of the STEAMCRAFT project, and lead software developer of the Erasmus+ SOBER project. As an instructor and workshop leader for the Summer Children's University Camps organized by the STEAM Office of Obuda University, he actively contributes to developing participants' awareness, creativity, and problem-solving skills. Through his projects, he advances digital educational innovations, the application of modern technologies for educational purposes, and enriches the learning experience. By combining technological development with educational technology solutions, he opens new pathways toward more effective and engaging learning opportunities.
Prof. Zsolt Lavicza's Bio:
Prof. Zsolt Lavicza has worked on several research projects examining technology and mathematics teaching in classroom environments at the Universities of Michigan and Cambridge. In addition, Zsolt has greatly contributed to the development of the GeoGebra community and participated in developing research projects on GeoGebra and related technologies worldwide. Currently, Zsolt is a Professor in STEAM Education Research Methods at Johannes Kepler University’s Linz School of Education. From JKU he is working on numerous research projects worldwide related to technology integration into schools; leading the doctoral programme in STEAM Education; teaching educational research methods and coordinating research projects around the world.
International Conference on GenAI Literacy:
Multidisciplinary Research and Practice in the Age of GenAI
10-13 June 2025
Budapest, Bécsi út 96/B, 1034, Obuda University
