Program – a broad-encompassing educational endeavor. A series of projects and activities designed to strengthen the learning goals for which the program was designed. There are three Mission Mandates and ten project areas.
Project – an organized series of progressive learning experiences (units, modules) culminating in an end product. The end product may be tangible or intangible. A project is a tool used to develop youth in initiative, leadership, cooperation, appreciation of quality workmanship, and decision-making. The “best practice” concept from Allen Smith at the USDA is “six hours of programming” to count as a significant learning experience.
KEY: A 4-H Project takes at least six (6) hours to complete and has an end product.
Activity – a single event stemming directly from a 4-H project or program. It supplements and reinforces specific project learning experiences.
Examples: field trips, clothing review, contests, clinics, community service event.
(Information taken from
1. Healthy Lifestyles
2. Citizenship
3. Science, Technology, Engineering , Mathematics (STEM)
Teresa Adell
4-H Program Educator
tla47@cornell.edu
607-547-2536 x225 ~ 607-433-2521
Last updated January 22, 2025