Current Projects
Page Navigation
- Adapting toys with Replay For Kids
- 3D Printed Prosthetics with GLSC
- Reducing the Mental Health Stigma with Frat Dads
- Using Technology to Mobilize Kindness with R.A.K.E.
- Bridging the Gap with GCP
- Social Entrepreneurship with VEALE
- Safter Transportation with RTA
- 3D Printed Art with MOCA
- Improving Science Literacy with GLSC
- MC2STEM
- Using Technology to Mobilize Kindness with R.A.K.E.
How can we use technology to mobilize kindness?
About the project
Random Acts of Kindness Everywhere isn't just an organization, its a movement to make the world a happier place. In our ever-changing digital world, how do we perpetuate this movement?
R.A.K.E is asking our students to explore digital solutions to helping people gather to execute the mission of R.A.K.E.
About the Partnership
R.A.K.E. (Random Acts of Kindness Everywhere) was founded by Cleveland comedian and writer Ricky Smith. Ricky works extensively with Cleveland students as a motivational speaker and has inspired countless Cleveland students to serve the community.
Project Deliverables
Phase 1
Students will complete the following to experience the mission of R.A.K.E, and gather insights about what make a successful mission.
1. Brainstorming: Students will brainstorming a list of potential RAKs. These could be small gestures like leaving an uplifting note for a teacher, helping a classmate with their work, or organizing a cleanup activity in the schoolyard.
2. Mission Execution: Students should plan and execute their RAKs discreetly, without expecting anything in return. Students will document and observe the recipient’s reactions and feelings during and after the RAK.
3. Narrative Journals: After completing each RAK, students should write a reflective journal entry. In their journals, they can describe: The RAK they performed. Their emotions before, during, and after the mission. The recipient’s reaction (if observed). Any unexpected outcomes or lessons learned.
4. Peer Surveys: Students will design a survey to gather opinions from their peers about kindness and toxicity in the school environment. Sample survey questions: “How often do you witness acts of kindness at school?” “What behaviors do you consider toxic or unkind?” "What motivates you to help other people" They can administer the survey anonymously using online tools or paper forms.
5. Data Analysis and Reflection: Once they collect survey responses, students will analyze the data for patterns or insights Students will reflect on how their RAKs and the survey results connect.
Phase 2
R.A.K.E. is looking for a digital solution to help people be informed of and gather for RAKE missions. Students will begin designing a digital app that aims to mobilize people to gather to complete RAKE missions. Students will present to RAKE:
1. App Strategy for Mobilizing Volunteers: Students will create a strategy for the app to motivate volunteering, such as:
- Gamification: Consider incorporating gamification elements to motivate users. For example: Badges or Achievements: Reward users with virtual badges or achievements for completing RAKE missions.
- Leaderboards: Show top contributors or teams based on completed missions.
- Challenges: Set weekly or monthly challenges to encourage participation.
- Social Media Integration:
Allow users to share their RAKE activities on social platforms. Implement social sign-in (e.g., using Google or Facebook) for easy registration, and enable users to invite friends to join RAKE missions.
- Notifications: Send push notifications to remind users of upcoming missions or new opportunities.
- Community Building: Create discussion forums or chat rooms within the app where users can connect, share experiences, and collaborate.
2. Students will demonstrate their proposed features of the app. Potential features include, but are certainly not limited to:
- Mission Listings:
Display upcoming RAKE missions with details (date, time, location, purpose). Allow users to sign up for missions they’re interested in.
- User Profiles:
Let users create profiles with their interests, skills, and past mission history. Highlight their contributions and badges.
- Mission Tracking:
Provide a checklist or progress tracker for ongoing missions. Allow users to mark tasks as completed.
- Feedback and Ratings:
Allow users to rate their experience after each mission. Collect feedback to improve future missions.
- Resource Hub:
Include resources related to kindness, community service, and volunteering. Share success stories and impact metrics.
- Map Integration:
Show mission locations on a map. Provide directions to mission sites.
- Volunteer Matching:
Suggest missions based on user preferences and availability. Match users with complementary skills (e.g., gardening, tutoring, fundraising).
3. Students will display their User Interface (UI) Design. They will be evaluated based on:
1. Visual Appeal:
Use a clean and modern design. Choose a color scheme that reflects kindness and community. Include high-quality images related to volunteering.
2. Easy Navigation: Keep the navigation simple and intuitive.
3. Responsive Design: Ensure the app works well on both mobile devices and desktops of varying screen sizes.
4. Accessibility: Make the app accessible to users with disabilities (e.g., screen readers, keyboard navigation).