

Ensure inclusive and equitable quality education and promote lifelong learning opportunities for all
SDG 4 Indicator
4.3 – Lifelong learning measures
4.3.3 – Vocational training events (lifelong learning)
Hosting executive education programs and vocational training courses that are open to the general public is a powerful way for UKM to advance SDG 4: Quality Education, which emphasises inclusive and equitable access to learning for all. By offering specialised training for individuals outside the traditional student body, UKM provides practical skills and knowledge that can enhance professional growth and employability. These programs contribute to lifelong learning, enabling participants to adapt to changing industries, enhance their competencies, and achieve personal and career advancement. Ultimately, such initiatives help build a more skilled, informed and resilient society. In 2024, UKM organised various vocational training for those who are not attending university both on an ad-hoc basis and on a programmed basis.
Summary of the vocational training events
| No | List of the events |
|---|---|
| 1 | Ad-Hoc Basis i. School Break STEM Program: Learning STEM Through Arts (LESTARA™): Crochet Craft and Learning STEM Through Exploration (LESTARE™): Generative AI ii. STEM For All (Professor@School): Drone Soccer Education Program iii. The STEM Program – Naturalist@Museum |
| 2 | On Programmed Basis i. Digitally Fluent Creative Animation (Fasih Digital Animasi Kreatif) ii. EthixPlore Program iii. Explore Nature Through Lenses Program iv. Dynamic Cinematic Visual Transformation Program |
1. AD-HOC BASIS
i. School Break STEM Program: Learning STEM Through Arts (LESTARA™): Crochet Craft and Learning STEM Through Exploration (LESTARE™): Generative AI
On 21 to 23 February 2024, UKM through Faculty of Engineering & Built Environment (FKAB) had organized The School Break STEM Program: Learning STEM Through Arts (LESTARA™): Crochet Craft and Learning STEM Through Exploration (LESTARE™): Generative AI for those whole are not attending the university. In collaboration with Farbeat Technologies Sdn Berhad, the program aimed to inspire students (ages 8 to 17 years) to explore the fields of Science, Technology, Engineering, and Mathematics (STEM) through interactive and creative learning experiences, specifically on AI technology and crochet craft. Participants were given hands-on opportunities to engage with artistic crafting and cutting-edge technologies such as Generative AI, allowing them to develop both technical and creative problem-solving skills. The program had a strong educational impact by increasing students’ interest in STEM, enhancing their confidence through skill showcases, and helping them understand real-world applications of technology. It also encouraged community engagement among students, facilitators, and partners, strengthening collaborative efforts to promote STEM education. This initiative successfully empowered the younger generation with practical skills and inspired them to pursue future careers in STEM, aligning closely with SDG 4 (Quality Education) by promoting inclusive, accessible, and lifelong learning opportunities for all.

Source: www.ieeephotonics.org/news/school-break-stem-program-learning-stem-through-arts-lestaratm-crochet-craft-and-learning-stem-through-exploration-lestaretm-generative-ai/
ii. STEM For All (Professor@School): Drone Soccer Education Program
The STEM for All: Drone Soccer Education Program was held on 5 December 2024 and was free of charge. Organized by Universiti Kebangsaan Malaysia (UKM) under the Professor@School initiative, the program aimed to encourage students from diverse backgrounds to explore Science, Technology, Engineering, and Mathematics (STEM) through interactive and engaging learning experiences. Participants were introduced to drone technology through hands-on activities involving assembly, soldering, simulation, and piloting. The program had a significant impact on students by enhancing their STEM literacy, technical proficiency, and problem-solving abilities while fostering teamwork, creativity, and leadership skills. It also inspired interest in future careers in robotics, aeronautics, and engineering by making STEM learning accessible and enjoyable. This initiative effectively bridged classroom learning with real-world applications, promoting quality and inclusive education in alignment with SDG 4 (Quality Education) and nurturing future innovators ready for the challenges of the digital era.

Source: www.facebook.com/share/p/1Bcsf79u4X
iii. The STEM Program – Naturalist@Museum
The STEM Program – Naturalist@Museum Module was held on 4 December 2024 at Bilik Aktiv, Geology Building, Universiti Kebangsaan Malaysia (UKM), as one of the Professor@School initiatives. Organized in collaboration with the Ministry of Education Malaysia (KPM), the program involved 25 students from primary school in various branches of natural sciences through interactive and experiential learning. The activities introduced students to disciplines such as zoology, botany, geology, entomology, culture collections, and seed banking through hands-on experiments, quizzes, and group discussions. The program had a significant impact by sparking students’ curiosity and appreciation for science, promoting inclusivity in education, and encouraging sustainable environmental practices. It also fostered community engagement between educators, students, and institutions while strengthening awareness of biodiversity conservation. Overall, the initiative successfully nurtured early scientific interest, enhanced problem-solving and teamwork skills and contributed to developing a knowledgeable future generation aligned with SDG 4 (Quality Education) and environmental sustainability.

Source: www.facebook.com/share/p/18kyapHu2V
iv. Reskilling: 3D Printing (Flashforge)
On 6 June 2024, the Reskilling: 3D Printing (Flashforge) programme was held at MakeXLab, Faculty of Engineering and Built Environment (FKAB), UKM, involving members of KPU Dinamika TVET in collaboration with industry partners. This initiative served as a vocational training and lifelong learning programme aimed at equipping participants with advanced 3D printing skills using Flashforge technology. The training provided hands-on exposure to modern manufacturing and design processes, bridging the gap between theoretical knowledge from TVET institutions and the practical needs of industry. By fostering industrial collaboration and upskilling technical personnel, the programme strengthened participants’ employability and readiness for Industry 4.0 applications, supporting Malaysia’s national agenda for technical and vocational education transformation and continuous professional development.

Link : www.facebook.com/share/p/1GgHUqh37g/
2. ON-PROGRAMMED BASIS
i. Digitally Fluent Creative Animation (Fasih Digital Animasi Kreatif)
The Faculty of Information Science and Technology (FTSM), through the Interactive Multimedia Club (IMeC), organised the Kem Komputeran Digitally Fluent Creative Animation on 24th December 2024 at Teaching Lab 1, FTSM, UKM. This student-led initiative was designed to encourage creativity, innovation, and technological proficiency among participants while fostering teamwork and communication skills. The theme for this year’s programme was “Inovasi Pendidikan Permainan Digital” (Innovation in Digital Game-Based Learning).
A total of 80 external participants comprising secondary school students and individuals of various ages joined the programme, supported by 4 facilitators and 20 committee members. Participants were introduced to digital animation and game development using Scratch software, gaining hands-on experience in creating interactive and engaging digital content. The course also provided exposure to the latest trends in multimedia, fostering collaboration between UKM students and external communities.
The programme had a significant impact by equipping participants with practical skills in Scratch, promoting creativity and innovation, and strengthening communication and collaboration among students. It also prepared them for future opportunities in multimedia and digital industries, supporting Malaysia’s aspirations for digital transformation.

Source: www.ftsm.ukm.my/kemkomputeranukm
ii. EthixPlore Program
The Faculty of Information Science and Technology (FTSM), through SIG CyberHack & Ethics Club, organised EthixPlore on 24th December 2024 at FTSM, UKM. This one-day programme was designed to raise cyber awareness among the community, particularly school students, in today’s rapidly advancing digital era. The event introduced participants to four key cyber ethics modules: Think Before Post, Game Addiction, Online Scam and Clickbait, combining theoretical input with engaging group-based “Explorace” activities.
A total of 11 participants joined the programme, which began with presentations by facilitators before moving into checkpoint-based explorace challenges. The activities encouraged participants to apply their knowledge in real-life scenarios, ending with a prize-giving ceremony and group photoshoot. Despite the small group size, the interactive approach allowed participants to develop a stronger understanding of cyber safety and ethics while also fostering teamwork and engagement.
The programme successfully enhanced participants’ awareness of cyber security threats, equipping them with practical knowledge to become safer, more responsible, and smarter digital users. The facilitators played an active and supportive role throughout, ensuring that participants left with valuable insights and a memorable learning experience.

Source: www.ftsm.ukm.my/kemkomputeranukm
iii. Explore Nature Through Lenses
The Faculty of Information Science and Technology organised Explore Nature Through Lenses on 21st December 2024 at Anjung Digital Smart Selangor, FTSM, UKM. This one-day knowledge transfer programme was held in collaboration with Jalan Empat Secondary School (SMK Jalan Empat) and aimed to introduce students to the fundamentals of photography while exploring the theme “Nature and Artificial Intelligence (AI).” Participants not only learned the basics of lighting, perspective and composition but were also exposed to the latest AI technologies in photography, including editing with software such as Lightroom and Bing.ai.
A total of 24 participants took part in the workshop, which combined theory, field photography sessions and AI-assisted editing. The programme also included interactive activities such as group presentations and feedback sessions, helping students strengthen their communication, confidence, and creativity. For UKM students and facilitators, the event provided valuable experience in leadership, teamwork, and programme management, while strengthening ties between the university and the local school community.
The programme had a significant impact by cultivating creativity, technological literacy and environmental appreciation among participants. It also fostered collaboration between academia and the community, enhancing UKM’s role in promoting innovation and outreach in education, technology and the arts.

Source: www.ftsm.ukm.my/kemkomputeranukm
iv. Dynamic Cinematic Visual Transformation Program
The Faculty of Information Science and Technology organised Dynamic Cinematic Visual Transformation Program on 22nd December 2024 at Teaching Lab 1, FTSM, UKM. This creative and innovative videography programme introduced school students to the fundamentals of video production, including planning, filming and editing, while applying cinematic techniques with modern digital tools.
A total of 7 participants attended the workshop, which began with a theory session on cinematic video production before moving into hands-on practice using videography equipment and editing software. Participants learned how to capture high-quality video with creative angles, apply cinematic effects, and edit professionally using CapCut. The day concluded with presentations of participants’ video projects, showcasing their creativity and collaboration.
The programme successfully enhanced students’ videography and editing skills while fostering teamwork, communication, and innovation. It also highlighted UKM’s commitment to blending creative arts with technology, positioning the university as a leader in advancing digital literacy and creative education. The event not only provided technical skills but also inspired participants to use visual storytelling as a powerful medium to communicate ideas effectively to broader audiences.

UKM continues to play a vital role in advancing lifelong learning and vocational education through a range of impactful programs offered both on an ad-hoc and programmed basis. These initiatives including STEM-focused workshops such as LESTARA™, LESTARE™, Drone Soccer Education Program and Naturalist@Museum, as well as creative and digital skill-based programs like Digitally Fluent Creative Animation, EthixPlore, Explore Nature Through Lenses and Dynamic Cinematic Visual Transformation, provide accessible and practical learning opportunities for the public, especially for those whole are not attending university. Each program nurtures creativity, technological proficiency, environmental awareness and problem-solving skills while promoting inclusivity and community engagement. By equipping participants with relevant competencies for the digital and green economies, UKM strengthens the nation’s capacity for innovation and sustainable growth. These efforts significantly impact students, educators, and the wider community by bridging education with real-world applications, reinforcing UKM’s commitment to SDG 4 (Quality Education) through equitable, hands-on and future-oriented learning experiences.
