The Programme

The Programme

The Apps for Good project blends technology, creativity, investment and talent in a way that should help inspire young people to develop apps that can make a real difference to their lives and the lives of others.

Bob Schukai, Global Head of Mobile Technology

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You don’t have to be a technical wizard to deliver Apps for Good – we provide training, resources and expert guidance throughout the whole programme


By joining Apps for Good you will receive access to schemes of work, lesson plans and accompanying activities that can be adapted to suit your students’ needs. You can deliver the course in a variety of ways – from an after school club to part of your ICT curriculum – and we will help get you set up and provide ongoing support.

Programme Benefits


  • A free one day teacher training event
  • Access to Apps for Good courses and accompanying lesson plans
  • Resources and support from industry professionals
  • Flexible delivery models
  • Cross curricula opportunities
  • Support on assessment
  • Be part of a nationwide community of Apps for Good educators


  • Learn how to design, market and prototype their own app
  • Bring their own interests and passions into the project
  • Work with industry experts in the classroom
  • Learn with cutting edge software and technology in an engaging way
  • Develop real world skills such as teamwork, problem solving and public speaking
  • Enter national and regional competitions
  • Potentially have their app built and brought to market

How it works

Starting from September 2013 onwards, students will work in teams on a 40-60 hour course, culminating in the national competition in June 2014. The scheme-of-work (SOW) below provides a framework for the course which you can adapt to suit your students’ needs. While the SOW suggests a linear pathway, in practice the course requires you to guide the students through an iterative process similar to the practices employed by professional development teams.

The scheme of work


Iterative model


Problem Discovery

Participants begin by learning about what is possible with mobile by investigating what an app is, and what current mobile functions are available.Through a series of exercises and puzzle sessions, participants hone their ability to recognise real opportunities in the market in a personal way. By sharing and discussing the experiences of themselves and people they know, the teams identify a range of common problem areas for further exploration.



The teams investigate the common problem areas they identified by contacting and interviewing stakeholders to develop a better understanding of where apps and technology might add value. By the end of this stage, teams will have much clearer, more defined knowledge of who and where (physically) their users are and how they could use an app to solve the problem.


Solution design

Solution design involves teams developing a strategy for the best execution of their idea. Teams learn about how to organise enterprise around their application, and begin to develop a business model as well as marketing and distribution strategies.


Product design

Here the teams focus on perfecting their product, refining its features and testing user interaction. Using simple paper wireframes and industry standard prototyping tools students will design each screen of their app to get a full picture of how their app will work and how their customers will use it.


Build and test

Using a range of tools and tutorials on basic coding, teams will develop an initial prototype of their app to test on a mobile phone. Whether it be one simple feature or a first version of their app, students will have the opportunity to start developing their project into reality.

Post course evaluation and follow-up

We will work with you throughout the course to collect information including course feedback, impact data, and case study details. We also review your partnership model for the next academic year.