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Our goal is to increase the attendance rate at our elementary school from the current 79% to 90% for students in pre-kindergarten through fifth grade by May 2025. We plan to achieve this by creating a Glow Room Game Room as a compelling attendance incentive. This space will serve as a fun and engaging reward for students who meet attendance milestones. Success will be measured by tracking attendance rates monthly and analyzing year-over-year attendance improvements.

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Glowing Attendance

School:
Graham Elementary School 
Subject:
Character Development 
Teacher:
Stacie Kagel-Hothem 
 
136291 
Students Impacted:
189 
Grade:
Pre K - 5 
Date:
January 30, 2025

0% Funded

 

 

Only $2,000.00 Needed

 

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Goal

Our goal is to increase the attendance rate at our elementary school from the current 79% to 90% for students in pre-kindergarten through fifth grade by May 2025. We plan to achieve this by creating a Glow Room Game Room as a compelling attendance incentive. This space will serve as a fun and engaging reward for students who meet attendance milestones. Success will be measured by tracking attendance rates monthly and analyzing year-over-year attendance improvements.  

 

Category

School-Wide, Grade-Level, Or Class Events/Programs - Parent Nights, Honor Roll Celebrations, EOY Events, etc. 

 

What will be done with my students

Project Description:
The Glow Room Game Room will provide an exciting, visually engaging environment where students can celebrate their attendance achievements. The room will include:

Air hockey and foosball tables

A gaming system with age-appropriate games

Comfortable lounge seating and headphones

Black lights, neon paint, glow sticks, rugs, and blackout curtains to create a captivating "teenage game room" atmosphere

Planned Timeline:
The project will be permanently integrated into the school’s attendance reward system. Upon receiving grant funds, the room will be assembled and decorated within four weeks. We will launch the Glow Room Game Room by March 2025, just in time for testing, with reward sessions scheduled weekly based on student attendance improvements.
Connection to Learning and Achievement:

Academic Engagement: Regular attendance is critical for academic growth. Students with higher attendance rates are more likely to achieve proficiency in reading and math and maintain positive relationships with peers and teachers.

Social and Emotional Benefits: The Glow Room Game Room provides a positive reinforcement system that helps students develop intrinsic motivation, teamwork, and perseverance.
 

 

Benefits to my students

Measurable Outcomes:

Increase the attendance rate from 80% to 90% for kindergarten through fifth-grade students by May 2025.

Weekly monitoring of attendance data to track incremental improvements by our school social worker

Increased student engagement and motivation, evidenced by teacher and student feedback.

Measurement Plan:

Compare pre- and post-implementation attendance rates.

Attendance goal achievers and conduct student and teacher surveys to assess engagement and excitement for the Glow Room Game Room.  

 

Budget Narrative

https://www.amazon.com/hz/wishlist/ls/3ODSP0DOO0SDD?ref_=wl_share 

 

Items

# Item Cost
1 Games (Airhockey, Foosball, Basketball, Ping Pong) $567.00
2 Decoration (Glow Equipment, Tape, Carpet, Curtains, Chairs, Streamers, Signs, Chairs) $500.00
3 Game System (PS5 Console, Controllers, Headphones) $870.00
4 Black Paint (Home Depot) $63.00
  Total: $2,000.00

0% Funded

 

 

Only $2,000.00 Needed

 

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