AP Computer Science :: Projects :: Service Learning
For the rest of the semester you will be working in your group on a project to help increase access to education. There are three general approaches you can take when choosing what to do:
- Direct service: Personally engage with and provide services to those in need. This is usually done in conjunction with an existing organization.
- Indirect service: Channeling resources to those in need locally, nationally, or internationally.
- Advocacy: Educating others about an issue and following up with an action that focuses on enacting change.
Everything for the service learning project from this point on should be turned in via a folder in Google Drive that is shared with Mr. Miller and all group members.
Step 1: Create Your Group Goal(s)
As you develop your group goals, ask the following questions to ensure the goals are clear and effective:
- Is the goal specific enough so that we know exactly what our group needs to accomplish?
- Can we measure whether or not this goal was fully achieved?
- Is the goal achievable by the end of the semester?
- Is the goal relevant to access to education?
- Does the group know the deadline when the goal must be accomplished?
You need to develop at least one goal, and each goal should have an action plan.
- Direct Service
- By the end of this semester, we will create a program for an education organization to help them keep track of their school supplies, including when they are running low on inventory to help them focus their fundraising efforts in a timely fashion. This will ensure there are no funding or resource gaps as they administer their education programs in developing communities.
- Research and understand effective inventory systems
- Create inventory of supplies
- Understand fundraising and marketing cycles so as to create appropriate notifications and prompts for when inventory is running low
- Indirect Service
- By the end of the course, we will create a series of computer games that raise awareness about the issue of access to education, and host a Game-a-Thon during lunch. Students will be able to pay a $2 fee to test out and play the games we have created in arcade-style format. All funds collected will go to an organization that supports education, and we will aim to provide 10 children with access to primary education for a year.
- Create a quarter arcade app with proceeds going to charity
- Seek permission from our principal, and support from other teachers in the school
- Plan and develop a variety of games for the arcade
- Research and decide on an organization that will receive the funds collected
- Connect with the chosen organization and confirm the donation process
- Advertise the Game-a-Thon around the school
- This semester, we will create an app to educate a minimum of four neighboring high schools about disparities in access to education—both in America and in developing communities. Through the app, we will encourage at least 1,000 students to post stats about the issue on their social media and forward a letter to their local politicians to increase funding towards education.
- Conduct extensive research on the issue of access to education
- Create list of politicians who can receive letter
- Contact other high schools and set up assembly/classroom visit times to intro the app
- Develop content for assemblies and divide up speaking roles and responsibilities
Step 2: Measure Your Goals
Establish measurements for each of your goals that will determine if you have successfully completed each goal. Measurements should be based on data, which can be in one of two forms:
- Quantitative Data: This type of data is based on numbers and you can calculate things like an average based on the data.
- Qualitative Data: This type of data is descriptive. While it is harder to analyze than quantitative data, you can get richer information from things such as interviews or focus groups.
These measures can be modified as you complete your project. You may find later in the project that there is a better source of data than the one you originally envisioned.
Step 3: Identify Resources
Begin to identify what resources you will need to execute your action plan. You may also want to find people, businesses, organizations, education experts, media outlets, and popular people on social media who can serve as supporters of your project and help you reach your goals. Some of the resources you may need can include, but are not limited to the following:
- Facts and statistics
- Tools and supplies
- Stories of individuals who benefited from access to education
- Access to venue space
- Methods and resources for producing necessary materials and/or media
Step 4: Timeline
You need to come up with a timeline in order to finish the project by the deadline listed at the top of this page. If you'd like, you can use this document for your goals, action plan, responsibilities, and timeline.
Step 5: Do It!
Complete your action plan and record your progress along the way to share at the end of the project. Feel free to share images/video with Mr. Miller if you want him to post anything on social media. A note will be placed on your transcript if you successfully complete this project and it will be a great thing to use on college and scholarship applications.