1
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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