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THE EFFECTS OF PLAYING MOBILE GAMES AMONG THE


STUDENTS OF SENIOR HIGH SCHOOL STUDENTS IN SUMILE
NATIONAL HIGH SCHOOL

A Research Paper
Presented to the Faculty of
Sumile National High School
SENIOR HIGH SCHOOL
Butuan City

In Partial Fulfillment of the Requirements for


PRACTICAL RESEARCH 1
(Qualitative Research)

LEA FEE CEPRIANO


CRISTINA SOLANA
ANTONIE MONTILLA

October 2019
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TABLE OF CONTENTS

Page

Title Page I
Approval sheet II
Acknowledgement III
Abstract IV
Table of Contents V
Chapter 1 INTRODUCTION 1
SIGNIFICANCE OF THE STUDY 3
SCOPE AND DELIMITATION 4
STATEMANT OF THE PROBLEM
METHODOLOGY 5
Chapter 2 LITERATURE REVIEW 7
Chapter 3 RESULTS AND DISCUSSION 10
CONCLUSION s 15
RECOMMENDATION 16
REFERENCES
APPENDICES
Appendix A: Interview Guide
Appendix B: Letters of permission to conduct the study
Documentation
Curriculum Vitea
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ACKNOWLEDGEMENT

First and foremost we thank our almighty God for giving us strength, wisdom and

perseverance to face the challenges and struggles in making this research study. We are

grateful to express and extend our deepest gratitude to Engr. Alex T. Moralda, Master

Teacher I, Sumile National High School Head Teacher, and to our very supportive

Research Supervisor, Mr. John Mark Jarencio, for his insightful comments, patient,

guidance, and encouragement. It would not have been possible without the kind support

and guidance that he showed to us throughout the writing process of our practical

research.

Besides to our advisor; we would like to extend our sincere thanks to the

respondents that is, the grade 11 and 12 senior high school students in Sumile National

High School for their participation during the survey or data collection. We also thankful

to our classmates and friends: Khlarine Avila Deloroso, Dianne Monterde, and to Peter

Jake Oliver for their help and timely support. Also we would like to thanks to our dear

parents for unconditional love and support, which motivates us to carry out this research.

We would like to extend our heartfelt thanks to all of them.


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ABSTRACT

Mobile games are video games designed for mobile devices, such as

smartphones, feature phones, etc. This research present the result of the effect of

mobile games and the objective of the study was to identify the effects of mobile

games towards the Senior High School Students in Sumile National High School.

To determine how it could affects to their academics, socialization with others

students, health and behaviour. The major findings in the study reveals through

interviews and survey questionnaires done by the researchers. The result of the

discussion revealed the facts that there are different outcomes in the effects of

playing mobile games. However mobile games justify that mobile gaming could

affect the lifestyle of the students. Therefore the major findings in the effects of

mobile games are negative effects in academics, health, behaviour, but positive in

socialization through the finding of gathered data analysis.


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CHAPTER 1

INTRODUCTION

Mobile games are very popular in our modern society in terms of

entertainment which targets most of the students or the teenagers. In today`s

modern generation, the continuous growth of the modern technology is developing

too fast. Because of the technology, new things were created that made our life

easier, comfortable, and handy at most of the time. Developing technology brings

many things that people don`t have many years back.

As the games starts to widen, young people especially students, correspondingly get

addicted to the mobile games either online or offline games. The excitement and

revel with in the challenges of the mobile games, pushes the programmers and

developers to recreate, upgrade rather most of the games. But as the games become

wider than before, it had covered a wide range of health and other issues which also

affect the human brain cells.(By the scientists at the Tohoku University, 2019).

Online gaming is one of the widely used leisure activities by many people with

their mobile phones and even the offline games. Teenagers who are playing these

online games said that they are playing just for fun without knowing that there are a

lot of effects of playing these games more than what they think.

When we hear about the effects of mobile games you tend to think about the

negative effects. It requires much of the player`s time, leaving school activities and

home works unattended. It can cause addiction, and it can affect the behaviour of a

student and even their health, academics and socialization with other students.
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Gaming addiction is one of the negative effects of mobile games associated with

the higher rates of anxiety, depression, and poorer academic performance (Peukert

et al. 2010). It can make the people who has addicted feel that the games can

provide opportunities for achievements, freedom and even a connection to the

players. However, there is also plenty of research to suggest that interactive video

games can actually lead to increased academic performance (Anand, 2007). But

think of it, playing mobile games have a positive effects to the players, like

educational games that can be effectively assisting tools in the educational areas. If

you choose the right educational games, your child may learn better in problem-

solving skills and eye hand coordination.

21st Century students are the learners that live with the use of technology.

Technology, internet to be distinct is very useful tools for everyone, notable

student, it helps them gather data, and information which support them throughout

their studies. But because of the broaden technology access, sharing files,

documents, and most specially playing mobile games which cause their goals and

achievements breakdown, also the academic performance was affected logically. If

that will continue, they may suffer from a long term different major problems.

Because of this, we, researches was prompted and had a desire to know if the

selected senior high school students are having achievements breakdown due to the

lack of focused on their study and if there is an effects to their lifestyle, and what

possible ways are we going to do, to prevent the portentous problem. The study is

trying to show the effects of playing mobile games to the academic performance,
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socialization, behaviour and health of the selected grade 11 and 12 Senior Students

of Sumile National High school.

SIGNIFICANCE OF THE STUDY

This study will beneficial to the students, to have an insight on the impact of

mobile games to their lifestyle, also it gives them information about the effects of

playing mobile games. They will be more conscious on the effects and for them to

realize that playing too much in mobile games are not good to hobbits. And to the

parents, the result of this study will give them enough knowledge to avoid too much

playing mobile games to their children. Also this research would give information

to the teachers in order them to know about the issues of a student playing mobile

games in classroom and in order to them to know why some students prefer to play

mobile games, video game or online games rather than study. This study will help

the readers to have the understanding about the effects of playing mobile games on

their lifestyle. And to the future researchers this study may serve as a basis or guide

for their future research, the ideas presented can be used as reference data in

conducting new researches. This study also serves as their cross-reference that will

give them a background or overview through the rest of the study.


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SCOPE AND DELIMITATION

This study aims to know the effects of mobile games to the Senior High

School students. This study covers the selected grade 11 and 12 students in

Barangay Sumile, Butuan City. This is limited only to the players of mobile games.

The researchers gather all information about the possible effects of mobile games

towards the studies and lifestyle of students. The researchers focus only to the

issues on the academic performance, socialization, relationship with other students,

health and the behaviour of the respondents.

STATEMENT OF THE PROBLEM

In this study, the researchers aim to know the effects of playing mobile games

among the Senior High School Students. Specifically, this study seeks to answer

the following:

 What are the reasons why students keep on playing mobile games?

 What are the effects of playing mobile games to Sr. High School Students

in terms of:

a. Academic

b. Relationship with other students

c. Socialization

d. Health

e. Behaviours
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METHODOLOGY

This chapter represent the contains in methodological approach used in this

research, include the respondents of the study, materials or the instrument to gather data,

the procedure made to accumulate the data needed, and the data analysis. This chapter

will show on how the researcher came to analysed the gathered data.

The respondents that the researchers decided to take on the questioner are the

selected grade 11 and 12 senior students in Sumile National High School. The researchers

choose the respondents in a purposive sampling, to know the effects of the mobile games

to their socialization to the others students, behaviour and health. And to their academics

performance we the researches conduct an interview to their subject teachers and advisers

to know if there academics are in low, moderate, and high grades. The researcher will

ensure the confidentiality of the information or the data gathered.

The researchers explain the details and methods used in data gathering which is

needed to use in order to solve the problems stated in the research. The researcher will

use the survey questionnaires and interview guide questions are the instruments for

gathering data collection. The correspondents are the covered by data gathering are all

Senior High School students in Barangay Sumile. The researcher will be able to gather

data from the respondents have a free time to fill up the survey questionnaires. However,

after the researcher gathered all data from the respondents, data will be treated to process

the result or the findings of the study. And for the interview, the researchers provided an

input to the key research questions in the protocol for the respondents. We also provided

probes to follow key questions and transition questions for good flow of interview. The
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interview guide was built to conduct a qualitative interview which highlights the known

and unknown issues in the topics. However it is hard to records all the details in the

interview therefore, the researcher used an electronic device or the sound recording for

recording the exact details in interview.

The instruments or the material used in this study to gathered data was survey

questionnaires and interview questions. The researcher has followed certain procedure to

conduct this study.

1. Know the respondents, if they are qualified as the study`s respondents.

2. Providing consent, the researcher asked formation to the respondents about the

interview if there are free to answers.

3. Securing the confidentiality, as a researcher`s obligation, the interviewees guaranteed

the confidentiality of their privacy. The researcher`s assured them that any information

recorded will not leak or be shared to public.

4. Preparing the instruments, that will be used in interview and the guide questionnaires

for the survey.

5. The researcher informed them that the transcription will be provided for clarification.

6. The researchers start the interview, by asking a question`s and to the survey

questionnaires, by giving them an information how to answer the question.

7. Taking notes carefully, for the remarks of the information, after the interview

validation of the recording by checking it.


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8. The researcher analysed the data carefully and they collect the rate of the students for

their daily gaming.

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter highlights some related literature and studies which provide

relevant facts about the effects of mobile games to the Senior High School students.

The researchers have come up with this study to know the factors and how these

may affects the lifestyle of a student in terms of their academic performance,

socialization, make a relationship with other students, health and behaviour. In

addition to this, the researchers will be proposing some strategies or tips to make

the students mature enough to know their limits in playing mobile games.

Related Literature

According to Techopedia (2019) mobile games are video games designed

for mobile devices, such as smartphones, feature phones, pocket PCs and portable

media players, including video games and online games played on feature phones,

smartphones etc., but it does not include the computer games. Today`s mobile

phones, particularly in smartphones it has a very wide range of connectivity

features, including infrared, Bluetooth, Wi-Fi and 3G.This technologies facilitate


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wireless multiplayer games with two or more players. Mobile games have become

part of our daily life activity, offering fun to millions of people. Many people spend

their leisure time to play mobile games which also helps them to maintain their

mental health, and some people said that playing video games has a reason to be

played, for them it can be stress reliever, challenge and competition, relaxation,

enjoyment, social interaction, and even mentally escaping from the real world.

Most of the people said that playing mobile games is one of the best past

time that they acquire specially for teenagers, youngsters and students. Kuss and

Griffiths (2017) stated teens who play mobile games are just having fun. They did

not just play because of some sort of seriousness, but because they just want to feel

relief during school hours, students tend to feel stressed due to loads of school

works and through playing mobile games it will relive their stress. If you like to

play mobile games and you had a “addictometer” app installed to your smartphone

you would probably be surprised by how much time you spend every day on your

device distracted by the latest puzzle game or battling with alliances and clans is

strategy games.

Dockrill (2016) added that students who regularly spend time playing

mobile games are developing analytical and problem-solving skills that can also

help them in their schoolwork. He also said that when you play mobile games

you`re solving puzzles to move to the next level and that involves using some of the

general knowledge and skills in math, reading, and science. When your child plays

mobile games or video games, it gives his brain a real work out. Video games or

mobile games can be seen as mere entertainment tools, this game have become a
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tool to communicate, teach, and influence attitudes and behaviour, numerous

studies have suggested that they have positive effects on problem solving

achievement as well as creating interest and commitment in learning (Tuzaun & et

al.,2009; Kim, Park, & Baek, 2009). However there is also plenty of research to

suggest that interactive video games can actually lead to increased academic

performance (Anand, 2007). Gaming could be good pain relief which found

evidence that playing video games especially virtual reality games are effective at

reducing anxiety or pain caused by chronic illness or medical procedures

(American Journal of Preventive Medicine literature Review, 2012).

A teacher’s report that their students become better collaborators after using

digital games in the classroom, there are many games that can encourage players to

make the most of their individual skills to contribute to a team, and it can improve

their social skills to meet a new friend (Joan Ganz Cooney, 2016). Daphne Bevelier

(2016), stated that games simulating stressful events such as those found in battle or

action games could be training tool for real-world situations.

However, according to Pyc and Rawson (2019), mobile gamers lose some

of their short-term memory, but have better long term memory the non-gamer.

Video games are harmful to the development of a child; it was proven that children

who play “aggressive” video games often have aggressive behaviour (Craig A.

Anderson, 2019). Mobile games could kill brain cells according to the study by

scientists at the Tohoku University (2019) found out that a child who play video

games for hours a day might have underdeveloped frontal lobes. This can inhibit

proper emotions, the ability to learn, and the ability to remember things. Mobile
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games could affects the behaviours of a children the benchmark for negative effects

from playing video games centers in 3-hours mark, it tend to exhibit behaviour

issues, act more hyper, and lose interest in school and academic performance

(Anonymous author, 2019). Video games can cause anxiety according to the study

conducted by researchers at Nottingham Trent University and University of Oulu

Found (2019) that video game addiction leads to anxiety among other mental health

issues. Video games can cause hard to fall sleep the studies by the researchers at

Flinders University (2019) also found out that increases physical arousal and

cognitive alternative alertness make it harder for adolescents to fall asleep after

playing games at night. Video game can cause addiction to the players.

RESULT AND DISCUSSION

This chapter represent the analysis and interpretation of the data obtaining in

the study and discussion for depth exploration for the research problem. Its findings

were based on the data gathered throughout the transcription of interview and

survey questionnaires from the respondents. However those data were analyse to be

presented, discussed and interpret that will serve as answers to the research

problem.

1. Some reason on why the students keep on playing mobile games.

In today`s modern generation, as the mobile games widen that before, the

young students or those teenagers are the main target of this new technology

upgraded by the creators of the games. Because of the” high-tech” or the high
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technology the students or the teenagers will easily attempt to play those kinds of

mobile games.

Based on the analysis, the results revealed that some of the senior`s students

in Sumile National High School said that, “playing mobile games are one way to

relieve stress”. However the percentage rate is not high and it could attribute to the

fact that mostly of the students said that, “They play mobile games just for fun”

without knowing what kind of games they play on several times a week and

without knowing the effects of this games to their health, behaviour, socialization

to the other students and even to their academics. The finding result for this

objective shows that mostly of the senior students are playing those adventure

games, followed by the educational games but both of this games could develop

your thinking skill and strategy on how to win the games.

2. For academic performance

Educational games are helpful tools for academics, for examples puzzle

game, word games, and logic games. Based on the analysis data, the findings reveal

that most of the senior students in Sumile National High School are belong to

average rate for academics performance. However, most of the students are needs

improvement even if they have a passing grade but in terms of performance task

majority of them are lack of participation in class. Based on the answers of the

respondent teachers some of their students are playing mobile games during class

hours. And for some cases those students who play mobile games are always late
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and it can cause lack of focus during class hours because they might be full to

sleep. The researcher found out that the senior students in sumile national high

school are having a high percentage rate for disadvantage that they get from the

mobile games than the advantages. The results from the study only indicated the

effects of playing mobile games to the senior high school students. However the

error analysis indicated were only takes from the senior students the findings

cannot be represent all the senior students in sumile due to the time constraint, error

from the respondents.

But based on the survey to the students, the researcher identify if the

mobile games are helpful for their academic through gathering what kind of mobile

games they play most of the time. It shows that most of students in senior high

school are playing adventure games, than playing educational games. Those games

are not helpful for their academics because adventure, action or role-playing games

are consist of more activities that are not good for the educational learning for the

students.

3. Socialization

Based on the result from the gathered data, playing mobile games could

develop the socialization of a student towards the other players in or out of the

country. However, some of the players might encounter troubles, but the percentage

rate results are higher for positive effects in terms of socialization of the students.

During gathering data most of the respondents said that playing mobile games

could be a way to communicate with other students to be their new friends. The
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researcher analysis the gathered data from the interview and survey questionnaires,

the findings will be good for the students. It could be summarized that playing

mobile games towards the socialization of the students are in positive effects.

Socialization is a lifelong process of social interaction through which individuals

acquire self-identity. “The world does not spring full-blown from inside ourselves,

rather, we learn these things from our interactions with others” (Kendal 72) through

socialization to other students could give you a better learning to a better lifestyles.

4. Behaviour

Based on the analysis of mobile games to the behaviour of the students are

in the high rate due to the findings, of having a results from the gathered data, that

most of the students of senior high school are easily feel irritated on playing mobile

games and because of this they could encounter any troubles not only through

mobile phones but also to the people who surround them. Since the behaviour of a

student change easily, the behaviour of a student. During the data collection, the

researcher found out that most of the students are playing mobile games without

knowing what types of games they play for and that’s the reason. Some of them are

having a troubles because of contain that the game on how it could develop their

being arrogant. However, some pupils, especially girls in early adolescence, might

be vulnerable in relation to their appearance and excessive self-monitoring (Helfert

and warschburger, 2013), using a game to monitor one`s own behaviour for week

was a critical issue to acknowledge the study ended and planning phase. Since the
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behaviour of a student change easily, the researcher found out that mobile games

are affecting the behaviour of a student. Playing mobile games are not good for the

students, because it could change the mood of a student to be arrogant. The overall

findings suggested that playing mobile games was not applicable for the students.

In terms of the behaviours you need to skills in learning through socializing with

other students.

5. Health

Based on the results mostly of the students of senior high school are playing

mobile games in 6 to 2 or less hours in several times a week. It can cause physical

and mental damage for the student, not only the student but also the children, adult

and a teenager. According the study, 2016 it could cause over weight, develop

seizure and vition problem, sleep disorder, personality problem overall health

problem. However, the data analysis reveal the result that even we play in just 6 to

2 or less hours still it could affect out health in general. During the gathering data it

answers the questions easily because of the survey questionnaire on how often they

play, how much time they spent playing mobile games. However, those causes

could avoid by keep on doing physical activity, not in mobile phone because it

could give you a negative effects and more problems in term of your health. This is

a significant negative relationship between the numbers of hours spent by the

student playing mobile games, this result is consistent across all the senior student

in sumile national high school.


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CONCLUSION

The following conclusions were derived from the findings. There are five

implication of mobile games attained from this study. These are (1) Low academic

performance, (2) having health problems, (3) bad attitude, (4) socializing with other

students, (5) reason why students keep on playing mobile games.

There are negative and positive effects on playing mobile games that has been

formulated in this research. The first three effects would cause health issues to the

gamer, while the last two effects can benefit to the players social life and to spend

time with your love once. The researchers concluded from the study undertaken

that there are positive and negative effects that we could get from the mobile

games. However majority of the findings are negative that you may suffer from

those effects. Playing mobile games which is highly recommended from thre

researchers that it depends to you on how you play mobile game also be responsible

in playing mobile games.

RECOMMENDATION

On the basis of the recent findings, the following recommendation, are

made to other researchers for furthers investigation:

1. The effects of mobile games to individuals


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2. Some reason why the student keep on playing mobile games

3. Common mobile games played by the students in sumile senior high

school.

4. To inform the students what are the good things to do to prevent

those negative.
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Guide Question:

For Interview

How`s the grade of the following students who engage in plying

mobile games

 How`s their performance in class

 Did the students played mobile games in class hours

 Did the students participate in class during oral recitation`s.

 Did the students get a passing grade in first quarter`s.

MOBILE GAMING SURVEY

Name ___ Age ___

Female___ Male___

How often do you play mobile games?

How many days do you play mobile games in one week?

How many hours you spend on playing game for one day?

Did you ever encounter any troubles while you were playing mobile game?

Did you encounter a new friend while playing mobile games?

Do you easily feel irritated?

What type of game do you play?

What are the reasons why do you keep on playing mobile games?
?
/
/
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CURRICULUM VITAE

Name: Lea Fee Angles Cepriano

Nickname: Lang2x

Age: 17

Birthday: November 26, 2001

Address: Purok-9 Sumile, Butuan City

EDUCATIONAL BACKGROUND

Kindergarten: Not Applicable

Elementary: Doña Teodora Elementary School

Secondary: Sumile National High School


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CURRICULUM VITAE

Name: Cristina Solana

Nickname: Gang2x

Age: 27

Birthday: Dec. 22, 1992

Address: Purok-1 Sumile, Butuan City

EDUCATIONAL BACKGROUND

Kindergarten: Not applicable

Elementary: Doña Teodora Elementary School

Secondary: Sumile National High School


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CURRICULUM VITAE

Name: Antonie Montilla

Nickname: Ton2x

Age: 20

Birthday:

Address: Purok-1 Sumile, Butuan City

EDUCATIONAL BACKGROUND

Kindergarten: Not Applicable

Elementary: Doña Teodora Elementary School

Secondary: Sumile National High School


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DOCUMENTATION

During the collection of data, the researcher conduct a survey with a

questionnaire in grade 12 platinum.

Figure 1: Distribution

Figure 2: Discuss what to do during answering the questions.


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During the collection of data in grade 11 Eagle.

Figure 3: Access the respondents during answering the questions.

Figure 4: Answering the questions by the respondents.


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During the evaluation of the data collection, done by the survey.

In this figure, the researcher`s check all the data carefully from the respondents in

11 and 12 senior students.

The researcher evaluate and analyzed the data carefully, also the researcher assure

that data collected from the respondents are not bias.


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