JOB TITLE: Apple Foundation Mentor
DEPARTMENT: Learning Programs - Adult Learning
REPORTS TO: Workforce Lead
STATUS: Part-Time | On-site
LOCATIONS: Birmingham, Montgomery, Uniontown, Greensboro, Alabama
SCHEDULE: Morning: 7:00 AM – 1:00 PM | Afternoon: 1:00 PM - 5:00 PM | Evening: 4:00 PM – 9:00 PM
PROPEL EDUCATION OVERVIEW
Ed Farm was launched in February 2020 in Birmingham. AL to create a suite of signature programs designed to engage students, educators and adult learners in innovative digital skills experiences that better prepare them for the 21st century workforce. In February 2021, Ed Farm, in partnership with Apple and Southern, announced plans to launch the Propel Center, a physical and virtual hub based in Atlanta, GA that will partner with Historically Black Colleges and Universities (HBCUs) to provide powerful learning experiences for HBCU students and staff and increase the pool of HBCU graduates entering and leaving the innovation economy. In 2025 Propel Education launched Modiv EDU, an innovative and engaging all-in-one professional learning platform, designed to encourage future-focused conversations that inspire an immediate educational impact. Together the three organizations are Propel Education.
JOB PURPOSE:
The Apple Foundations Mentor supports the delivery of engaging, hands-on learning experiences for participants in the Apple Foundations program. Mentors guide learners through foundational concepts in coding or design while supporting real-world application and skill development. This role is part of a collaborative team working across multiple communities to build a tech-ready workforce. Mentors contribute to a supportive, inclusive environment and grow alongside their peers through shared learning and professional development.
MENTOR TRACK
Mentors will be placed based on experience and interest in one of the following areas:
Coding Track
- Support learners in foundational programming concepts and app development
- Guide technical problem-solving and project build
Design Track
- Support learners in user interface and user experience design
- Guide visual storytelling, wireframing, and prototyping
All mentors will collaborate closely and may be exposed to both areas over time.
RESPONSIBILITY:
The day-to-day job responsibilities will fluctuate seasonally throughout the school year. Below is a list of the job responsibilities overall.
- Standard availability Monday - Friday with the flexibility to book outside of standard business hours based on organizational needs
- Lead or support sessions in coding or design
- Create learning experiences using Challenge Based Learning framework
- Guide learners through projects and app prototypes
- Provide feedback and individualized support
- Foster an inclusive, engaging learning environment
- Encourage collaboration, problem-solving, and confidence
- Participate in team meetings, planning, and reflections
- Work closely with mentors, success coaches, and leadership
- Contribute to continuous improvement of program delivery
- Assist with classroom setup and technology
- Track learner progress and share updates
- Support occasional events such as showcases or workshops
GOALS
Measurable Goals/Outcomes
Learners understand and apply the Challenge Based Learning (CBL) framework
Tasks or Duties to Accomplish Outcomes
- Connect app-building activities to real-world problems and learner-driven solutions
- Introduce CBL steps: Engage, Investigate, Act
- Model curiosity, empathy, and interaction throughout the learning experience
Frequency
Quarterly
Measurable Goals/Outcomes
Learners demonstrate a comprehensive understanding of coding, app development, and UI/UX design by applying core principles to solve real-world problems.
Tasks or Duties to Accomplish Outcomes
- Implement core principles of layout, accessibility, user experience, and artificial intelligence to ensure app solutions are both intuitive and inclusive.
- Use Swift, Xcode, and Figma to develop foundational coding and design expertise to build functional prototypes.
- Complete coding and design tasks that turn complex ideas into interactive prototypes.
- Treat coding and design as a creative, experimental process where learning from mistakes is encouraged
Frequency
Quarterly
Measurable Goals/Outcomes
Participants complete and present a Hi-fi app prototype
Tasks or Duties to Accomplish Outcomes
- Review design drafts and provide critique focused on user needs and experience
- Guide learners in defining user personas and user journeys
- Help learners prepare final presentations, visual assets for public showcases
Frequency
Quarterly
Measurable Goals/Outcomes
Learners are engaged, confident, and open to exploring tech pathways
Tasks or Duties to Accomplish Outcomes
- Offer encouragement and reflection activities to promote a growth mindset
- Make fun, inclusive learning environment where questions and mistakes are welcomed
- Assign iterative design projects that support creative risk-taking
- Encourage identity-safe spaces where learners feel seen and respected
Frequency
Quarterly
REQUIRED SKILLS, BEHAVIOR, OR KNOWLEDGE
1. Strong communication and interpersonal skills
2. Ability to support hands-on, project-based learning
3. Basic knowledge of coding or design concepts
4. Collaborative and team-oriented mindset
5. Adaptability in a dynamic environment
6. Commitment to inclusive and accessible learning
7. Willingness to learn and grow professionally
QUALIFICATIONS
- High school diploma or GED required
- Bachelor’s degree preferred but not required
- Experience or portfolio in coding, design, or technology-related work
- Interest in teaching, mentoring, or workforce development
- Ability to work on-site in one of the listed locations