Fundraising Company for Updating College’s Computer Labs

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Introduction

In the modern world, electronic devices have become a crucial part of our lives. People can hardly imagine their lives without computers, smartphones, laptops, smartwatches, and other devices. Whether they are a benefit or a detriment is an open question. However, one thing is certain: they make people’s lives easier. Computers can in a matter of seconds perform the tasks that are burdening for humans to do manually. However, different tasks could require better software, and the software, in its turn, requires more powerful hardware. For example, for an outdated computer, it would take longer to calculate and build polygons in 3d MAX, load a number of heavy pages on the Internet, and so on. Therefore, there is a need to update the hardware in order to satisfy modern standards of speed and quality of task handling.

Unfortunately, in our college, the problem with the old computer equipment persists. Every day students struggle with completing their college projects having to deal with lags, bugs, slow performance, and shutdowns, which significantly undermine their capacity to create and discover. This problem has to be addressed. Budgetary funds for this cause could be hard to obtain, so a student public fundraising campaign is an easier and more accessible way to equip the college labs with proper computers. Thus, we are committed to raising money for this undoubtedly essential goal through such fundraising events as walk-a-thon and ruffle.

Summary

The problem of underequipped laboratories has been chosen for a reason. According to Herron et al., there is a significant difference between students’ performance in educational institutions that are well-equipped with modern computers and those with no computer classes (1). Additionally, Kurt argues that obsolete computer labs hinder professors’ possibilities for the introduction of technologically advanced and effective methods of teaching (3). Thus, this problem seems to be urgent enough to become a target for a fundraising campaign. Fundraising methods are also dictated by the modern research in the sphere and seem to be effective tools for meeting the goals of the current student project. Cipriani et al. mention that walk-a-thons allow gaining community and family support for various student initiatives and raising awareness of citizens in the vicinity about educational issues (22). A raffle could also be a useful tool for raising money for non-for-profit goals among the general public (Bray 27). Therefore, those methods will be the primary fundraising activities for updating the college computer labs.

A walk-a-thon is a type of fundraising that has a successful history of engaging people of different social standing into helping one cause or another. The first such event was held in 1953 by a Puerto Rican actor who fought against cancer. In four days, Ramon Rivero managed to gather the equivalent of 85 thousand dollars for his noble cause. In the US such an astounding result was achieved by the American Freedom from Hunger Foundation that coordinated a walk across several states and raised about 1.2 million dollars to fight hunger in developing countries. Today, walk-a-thons are often utilized in educational institutions to engage students in public events that have a significant social meaning. Through participation in such fundraising campaigns, students grasp the meaning and power of student public activities. In terms of raising money, the previous examples explicitly state that such an approach is totally capable of producing money for the above-mentioned cause.

A raffle is a type of competition event with an element of gambling where people buy tickets in an attempt to win one of the prizes. It is mostly used by nonprofit organizations to raise awareness of the community about a particular problem and encourage people to donate through participating in this improvised and straightforward lottery. However, college students with the help of their professors and administration officials can also easily organize such an event. Its effectiveness lies in the relative ease of organization and low cost of producing tickets. Its greatest strength is that it also attracts people who may not want to donate their money for just believing in the cause. By offering people a chance to gain material benefit, the fundraising campaign attracts people that are not particularly interested in the issue but are participating out of a passion for competition.

Overall, the two fundraising methods could be effective tools for raising money for updating the college’s computer labs. Their applicability to the goal is in their ease of organization. Using the means of the Internet and social platforms such as Facebook would attract lots of people. In combination with leaflets and networking technologies, there seem to be no barriers to engaging enough people to participate. Apart from that, these events serve both as an entertaining occurrence and a tool for the resolution of a serious matter, which also adds to the variety of populations whom the fundraising campaigns could interest. A collaborative effort in the organization process could minimize the possible resources needed for these events. Since the issue is also a concern for the city’s administration, their participation could also be a positive addition to the cause. Some negotiation might take place concerning the location and the route of Walk-a-thon.

Works Cited

Bray, Ilona. Effective Fundraising for Nonprofits: Real-World Strategies That Work. Nolo, 2016.

Cipriani, Kristin, et al. “Family and Community Involvement in the Comprehensive School Physical Activity Program.” Journal of Physical Education, Recreation & Dance, vol. 83, no. 7, 2012, pp. 20-26.

Herron, Sherry, et al. “A Comparison of Success and Failure Rates between Computer-Assisted and Traditional College Algebra Sections.” Journal of Computers in Mathematics and Science Teaching, vol. 31, no. 3, 2012, pp. 249–58.

Kurt, Serhat. “Examining Teachers’ Use of Computer-Based Technologies: A Case Study.” Education and Information Technologies, vol. 18, no. 4, 2013, pp. 557–70.

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