Docsity
Docsity

Prepare for your exams
Prepare for your exams

Study with the several resources on Docsity


Earn points to download
Earn points to download

Earn points by helping other students or get them with a premium plan


Guidelines and tips
Guidelines and tips

The effect of gaming addiction, Essays (high school) of English

you will know the effects of gaming addiction

Typology: Essays (high school)

2019/2020
On special offer
30 Points
Discount

Limited-time offer


Uploaded on 02/16/2020

aikokira-demegillo
aikokira-demegillo 🇵🇭

1 document

1 / 51

Toggle sidebar
Discount

On special offer

Related documents


Partial preview of the text

Download The effect of gaming addiction and more Essays (high school) English in PDF only on Docsity! A QUALITATIVE STUDY ON THE CAUSE AND EFFECT OF GAMING ADDICTION AMONG SENIOR HIGH SCHOOL STUDENTS OF DONA TEODORA ALONZO HIGH SCHOOL ________________ A Research Presented To the Faculty of DTAHS Manila ________________________ In Partial Fulfillment Of the Requirements for the Accountancy, Business and Management ____________________________________________ By: John Christopher Cos Jefferson D. Teng Marlon Tirol Angel Nebres Ayesha-hannan R. Rande 2019 APPROVAL SHEET Approved by the committee on Oral Examination with a grade of ___% examiners. MR. HERNANI D. PATCHES CHAIRMAN MRS. RENEE G. YAP PANEL MEMBER MS. MA. CRISTINA SACRAMENTO PANEL MEMBER Accepted as partial fulfillment of the requirements for Research Project. DR. FRUCTUOSO O. SALAO ADVISER Dedication This research study is whole souled dedicated to our beloved parents. Who gave us strength, inspiration and knowledge even if we feel that they didn’t know how to do this study and who continually provide the spiritual and financial support. We also dedicate this study to our teachers who always encouraged us and who shared their words of advice. Lastly, we dedicate this study to our Almighty God. Thank you for the strength, power of mind, guidance and for giving us a protection every day. A B S T R A C T Title : A Qualitative Study on the Cause and Effect of Gaming Addiction among Senior High School students of Doña Teodora Alonzo High School Authors : Marlon Tirol, Jefferson Teng, John Christopher Cos, Angel Nebres, Ayesha Rande Degree : ACCOUNTANCY, BUSINESS AND MANAGEMENT ( ABM ) School : Doña Teodora Alonzo Senior High School School Year : 2018-2019 Adviser : Dr. Fructuoso O. Salao Table of Content Title Page Approval Sheet Recommendation For Oral Examination Acknowledgement Dedication Abstract Chapter 1. THE PROBLEM AND ITS BACKGROUND Introduction …………………………………………………………………………………………………….. 1 Statement of the Problem ……………………………………………………………………………….. 2 Scope and Delimitation of the Study ………………………………………………………………... 3 Significance of the Study ………………………………………………………………………………….. 3 2. REVIEW OF RELATED LITERATURE AND STUDIES 1.1 Foreign Literature…………………………………………………………………………………....4 1.2 Local Literature…………………………………………………………………………………………9 2.1 Foreign Studies………………………………………………………………………………………..10 2.2 Local Studies ……………………………………………………………………………………………11 Chapter I: The Problem and Its Background Introduction In order to play a game you need to have a device. In this century, technological advancement is the way of game creators to create a good and attractive graphics of a game. Using our cellphones, we can do mobile games and also a lot of other activities. It is being popular to the world and being our favorite pastime, such as Role Playing Games (RPG), Multiplayer Online Battle Arena (MOBA), and Sports Bets. The technology now can easily access by someone. It does not need age restriction and gender priority, also it lessen our time to do physical activities. Last 2017 the Philippine gamers had grown up to 29.9 million and spent total money of $354 million. This make the Philippines ranked 29 worldwide in terms of gaming revenues. Most of the players are using cellphone and pc/laptop but sometimes they are playing in console. The average mean player is 24% and 22% are women that aged between 19-26, respectively. But overall, women gamers grow fast and they are now a total of 48%. NPD group has determined that around 91% of kids aged 2-17 play games, comprising a group some 64 million children. According to some research, playing online games often helps the players in some ways. It helps in a way that you can be more active by playing those puzzle-based games it offers. By playing those puzzles, the player needs to be more attentive in his or her decisions that will help him or her surpass the challenge it gives. It also tests the creative thinking of the player on how he or she can come up with a decision on how to make a way out from those adventure games. Mobile devices have shown a remarkable jump of its growth. In the year 2009, 8% of the children who are age of 2 to 5 were surveyed, but it jumped from 8% to 38% showing its surprising growth. These thoughts point to the noteworthy impacts of gaming. Hence, it is seen that we should realize why gaming is addictive and how can it influence an understudy in Dona Teodora Alonzo High School. The primary target of this examination is to discover the reasons for gaming dependence and its impact on the SHS understudies. Knowing the reasons and the impacts of gaming 1 fixation can without much of stretch assistance the understudies deal with their time, to be progressively responsible in school and to concentrate on their examinations. This is basically to know the reason and impacts of gaming habits among senior secondary school understudies and to enable them to abstain from being dependent in the Senior High School. In Dona Teodora Alonzo High School, Senior High School students, mostly grade 11 students, play online games like Mobile Legend, Minecraft, Rules of Survival and many other to consume their free time. 1. Statement of the Problem The purpose of this critical qualitative research is to understand the cause and effects of gaming addiction for Senior High School Students at Doña Teodora Alonzo High School. At this stage of the research, gaming addiction is generally defined as the excessive use of gaming (computer game addiction, console gaming addiction, mobile gaming addiction). This research aims to answer the following questions: 1. Why does the students engage themselves in video gaming? 2. What makes a video game addictive? 3. How does the addiction of playing video games affect the study of the Senior High School students? 4. How does the addiction of playing video games affect the lifestyle of the students? 5. How much time does the students spend in playing video games? 6. Do the students realize that they spend too much time in playing video games? 7. Are there more negative effects that gaming addiction cause to gamers than positive ones? 8. What are the skills does the students get from video games? 2 C. Scope and Delimitation of the study This study will focus on the causes and effects of video gaming among the Senior High School (SHS) students of the School Year 2019-2020 of Dona Teodora Alonzo Senior High School. A poll will fill in as the primary instrument for get-together information on the 40 members, wherein 40 will originate from evaluation of Grade 11 students. Information about social occasion will be from the beginning of September until the most recent day of semester. The restricted access on members diminishes the generalizability of the discoveries. This examination won't be generalizabled to all understudies gamers. The consequences of the investigation will enormously profit the SHS students by knowing how they can lessen their gaming compulsion and perceive its impacts on their life D. Significance of the study The discoveries of the investigation will redound to the familiarity with the general public to gaming enslavement and its circumstances and end results thinking about that gaming has turned out to be wild since the start of computerized gaming. Society has expanded mindfulness on gaming enslavement since gaming caused evident impacts on adolescents particularly on understudies. Gaming mostly focuses on youngster's consideration regarding tempt the adolescents to invest their energy to gaming as opposed to spend it on valuable assignments. Understudies who are dependent on gaming influence their way of life and scholastic execution. For the analysis, the examination will enable them to find missed circumstances and end results of past specialists. Along these lines, the revealing of the examination on gaming fixation will help youngsters (fundamentally understudies) to stay away from the unnecessary propensity for playing computer games. 3 In an examination did by Festl et al., in 2012 on teenagers, youngsters and more established ones in Germany; it was uncovered that men invested more energy messing around than ladies, there was a pessimistic connection from the purpose of ages, youngsters for the most part favored advanced games while the youths had higher dangerous messing around and enslavement levels than different gatherings. At the point when the aftereffects of the examination carried on the Vietnam model about MMORPG; the individuals who play such games were resolved to encounter fundamentally larger amounts of mental issue than the individuals who don't play. The most grounded positive connection was found between the scores of MMORPG scale and the scores of mental issue scale. Likewise, it is conceivable that youthful Vietnamese MMORPG players are probably going to have mental issue at higher levels because of their higher habit scores (Son et al., 2012). Bruss (2013) who performs subjective inquires about on the PC games fixation of Danish youngsters from their own perspective; expressed toward the finish of the examination that the idea ought to be taken care of cautiously albeit medicinal risk happens in every day life as a mental and mental danger and the playing times of youngsters have negative angles. In certain attributes which were communicated to be pessimistic, it was expressed that the youngsters assumed jobs in the development of their characters. According to my Albert Gomboa, most kids ranging from 8 to 17 years old play video games for large amounts of time because, they do not have anything to do when they get off of school. With online video games, teens can chat with friends or meet new people. Some children and teens do not have friends at school so they can use video games as a replacement to have fun and interact with people. Another part of my research shows most adults who are addicted to playing video games started when they were in their teens and they never let go of playing. In some cases these people chose video games over their actual lives and either get a small job or do not even have a job and still live with their parents even after high school. This gives the person more playing time without having to worry about paying bills or living life outside. Video games can deprive a person from the real world. According to this database, “Users may play compulsively, isolating themselves from other forms of social contact, and focus almost entirely on in-game achievements rather than broader life events.”(Weinstein 2010). This means video game addicts focus all of their attention on the video game and they do not try to interact with life outside the game. Symptoms a person can have are isolation from the outside world; the person stays quarantined in their home, having no connection with the 6 outside world. They spend all day playing video games rather than being with friends and family. They also make goals for themselves, but not life goals such as striving for good grades, being in clubs or trying to get a boyfriend/girlfriend. Instead they make video game goals as in trying to achieve in completing a certain level, getting a high score or beating the whole game in one day. All these are symptoms of a video game addict. There have been various amounts of effects for video addicts. According to this database, a study “Found that self-reported sleep problems, depression, suicidal ideation, anxiety, obsessions, and compulsions as well as alcohol and substance abuse were positively related to the frequency of video game playing.” (Mentzoni 2011). This means the syndromes that a video game addict can obtain range from a minor problem (sleep problems) to major problems (suicide). When a person does not have at least eight hours of sleep a day, he or she can develop stress and become moody. This not only affects the video game addict themselves but also family or friends that are close to the individual. The way suicides occur is some people try to reenact what they play in the game. Violent video games are believed to contribute in this factor. According to this article, “One of the primary concerns with violence in video games is that gaming is not passive. In order to play and win, the player has to be the aggressor. Rather than watching violence, as he might do on television, he's committing the violent acts.” (Violence and Video Games). Video games are rated to show the age appropriateness. Video games have ratings to show the appropriateness of the video game. The ratings start at C, which means children and range up to A which means adults only. The most common rating is E, which stands for everyone. Most shooting and violent games are M for mature which says they are only meant for people over the age of 17, meaning, only people over the age of 17 can purchase these types of games. However, children and teens are still able to get their hands on these games because parents or older siblings buy them without noticing the ratings. According to this database, “Given trends for television usage, one might expect videogame usage to increase across elementary school, peak at about middle school, and drop off across high school. The frequency of video-game play appeared to be relatively steady from ages 8 to 13, and to decrease thereafter” (Gentile 2009). This means video addiction can be just a phase a person goes through. Kids in elementary start using video games because everyone has them, in middle school they have nothing else to do, but by high school, kids turn into teens and start going to parties and joining sports teams which diminishes video game use. These statistics are different for video game addicts though, because according to the pie graph below, video game addiction affects 18-49 year old people more than 18 and under people. The average age of a video game addict is 35 years old. 7 According to this database, “Players play video games due to various motivations and purposes. Some believe video games help them boost mental skills and improve physical coordination… reading ability, attention, hand-eye coordination, and speed reactions to novel situations.” (Shu-Hsun 2011). This means that video games can contribute mental skills because some video games require critical thinking and that can enhance people’s reaction. Also since most video games require a remote control, hand-eye coordination increases a person’s movement. Some video games can also help people lose weight while exercising. This method uses a kinetic sensor device, which is a motion sensor that does not require a remote control. All you have to do is put the sensor device near your television where it can scan the person’s playing, and any kind of movement the person does, the player on the television will do the same thing. This establishes an exercise activity in which people who play will not be sitting on a couch. All kinetic games promote the act for cardio activity. For instance; pumping your feet and arms to make it seem like you are running. Other activities include jumping up and down, dancing and even martial arts movements. According to a Forbes research, citizens in the United States spend roughly between 16.3 to 16.6 billion dollars on video games a year. This also included online and mobile games as well. The U.S. is not the only country that uses video games to boost the economy; other countries as well succeed in selling video games. According to this database, “With the popularity of online games in South Korea, the total revenue of the online gaming industry reached about 1.8 billion U.S. dollars in 2006, 24 percent of which was comprised of revenue from the South Korean gaming industry.” (Bong-Won 2010). This means not only are people in the United States buying video games, but also other countries purchase these games to increase currency in their economy as well. The popularity and addictiveness to these games make people of all age buy them. 8 video game addiction is not yet classified as a formal disorder in the Diagnostic and Statistical Manual of Mental Disorders (DSM). 2.2 Local Studies A video game is normally characterized as an electronic game that is played by a controller and gives client associations by creating visual input. As indicated by Edward Castronova (2008) in his book of Synthetic Worlds: The Business and Culture of Online Games, he depicted internet game as Massively-Multiplayer-Online Games (MMOG). A MMOG is a game equipped for supporting hundreds or thousands of players and is for the most part played utilizing the Internet. These days, web based games have turned out to be amazingly prominent among the youthful age therefore prompting the ascent of internet game compulsion issues particularly among the understudies. In the exploration directed by Ahn and Randall (2008), they had the option to find that Massively-Multiplayer-Online Games or MMOG influences both the social and scholastic ways of life of understudies. In view of their studied information, understudies who are dependent in internet games enrolled more F reviews when contrasted with non-dependent understudies. This measurements relates with the measure of playing time of dependent understudies on the MMOGs. Their overviewed information likewise demonstrates that around half of MMOG dependent understudies were additionally announced as effectively occupied with a physical squabble. Dependent understudies are generally mixed up with their educators and just as their companions. As indicated by the exploration led by Zhang (2007) and Zhuo (2007) on web based game enslavement, the physical side effects of Internet and web based game fixation were cervical spondylosis, neurasthenia and a sleeping disorder. Cervical spondylosis is spinal damage brought about by having a similar sitting position for quite a long time while messing around. Then again, Neurasthenia is a mental issue checked particularly by simple fatigability and frequently by absence of inspiration, sentiments of insufficiency, and psychosomatic indications. It results from when players take part in a really long time of game playing with no basically rest interims in the middle. This causes rest affectability and clutters which prompt dependent players to awaken a few times during the night and all things considered this leads them experiencing sleep deprivation which can cause mental nervousness and in the long run outcome in mental meltdowns and general tiredness. 11 In Cebu, web based game fixation is likewise turning into an issue. In one of the scene of I- Witness, Kara David had the option to talk with adolescents in particular Doc, Mark and Ice who resort to criminal operations just to subsidize their dependence on internet gaming. Doc, Mark and Ice are a piece of a youthful age investing a ton of their energy in PC games. Some of them experience criminal operations to subsidize their indecencies and they can continue gaming for 24-hours with no rest. 22-year-old Doc is a forager and vagrant, however once he gets his cash out of gathering trash, he goes to his preferred Internet shop to play. Imprint, 20, is an out of school youth. He lost his speculation cash and stole from his mom to pay for his Internet rentals. Fourteen-year-old Ice says he gets his cash from gay people in return for sexual favors. In one of the article of PhilStar which is "Fight on Vs Kids' web based games fixation", Samuel Pagdilao (Police Criminal Investigation and Detection Group (CIDG) executive Chief Superintendent) focused on the requirement for measures to shield youngsters from being snared on online PC games. He said numerous youngsters go through hours in a PC shop playing internet games. As indicated by Bachhuber and Saulnier (2012), playing web based games is a successful method for improving an understudy's perusing appreciation. Through developmental testing, they discovered that web based games can enable an understudy to improve his/her syntax, jargon and cognizance since they can have an intelligent method to learn English or some other language. Chapter III: Methodology This study aims to know the cause and effects of gaming addiction; hence this chapter will elaborate the methods and techniques that are used in this study. This study focuses primarily on Senior High School Students in Dona Teodora Alonzo High School. 12 A) Research Design This research used a qualitative design through Action Research to evaluate and investigate in detail. Action Research is a research method designed to analyze issues or weaknesses whether organizational, academic, or instructional—and help instructors to create practical solutions and address them quickly and efficiently. The general goal is to create a simple, practical, repeatable process of iterative learning, evaluation, and improvement that leads to increasingly better results for schools, teachers, or programs. Cycle of Action Research  Identify a problem to be studied  Collect data on the problem  Organize, analyze, and interpret the data  Develop a plan to address the problem  Implement the plan  Evaluate the results of the actions taken  Identify a new problem  Repeat the process B) Respondents of the Study Purposive examining procedure is utilizing to choose the respondents of the investigation. The strategy includes handpicking subjects that is generally suit quite certain aims. The way toward choosing the respondents is non-likelihood examining in which not every one of the understudies has an equivalent shot of being chosen. The researchers will select 40 participants as the size of the sample. Divided into 4 groups, 10 participants each, group 1 for HUMSS group 2 for ABM, group 3 for ICT and group 4 for GAs. C) Instrument of the Study The investigation utilized a survey as the essential wellspring of information or instrument. Questionnaire is the generally use in regularizing overview and in the estimation of dispositions and conclusions (Good,1991). Likewise, this examination primarily centers around the conduct of the respondents accordingly the survey is the best instrument for this investigation as it will 13 How many hours do the student spend on playing video games? Hours HUMSS ABM ICT GAS Result 1-2hrs. 3 5 1 3 60% 2-3hrs. 1 0 2 2 25% 4 above 1 0 2 0 15% Interpretation 1.3 The third table showed that most of the students spend fewer hours in playing video games. Table 1.4 How does the students consider video games affect their studies? Effect HUMSS ABM ICT GAS Result Positive 3 3 4 1 55% Negative 2 2 1 4 45% Interpretation 1.4 Out of 20 participants most of them consider that playing video games are giving them positive effect. Chapter V: Significant Findings, Conclusion, and Recommendation As per the investigation led by Przybylski (2014) to the kids matured 0-15 years on the time they spend playing electronic games these are the accompanying outcomes; Low levels (1 hour every day) just as elevated levels (3 hours day by day) of game commitment was connected to key markers of psychosocial change. Low commitment was related with higher life fulfillment 16 and prosocial conduct and lower externalizing and disguising issues, though the inverse was found for significant levels of play. No impacts were watched for moderate play levels when contrasted and non-players. As to the information that the analysts accumulated it is likewise demonstrated that the respondents gaming time additionally ranges structure 1-4 hours coming about assortment of impacts. Additionally, in the article of Kimberly Young (2009), unnecessary gaming has been recognized as a particular subtype of Internet fixation (Block, 2008). "Computer games may look blameless, yet they can be addictive as betting or medicates and similarly as difficult to kick," clarified by Keith Bakker, chief of Amsterdam-based Smith and Jones Addiction Consultants and organizer of the inside. In the study conducted, 20 participants said or admitted that they are 'addicted' in playing online games, with the reasons it is fun to play, and it serves as their stress reliever. A large portion of the gamers were great entertainers in the academe, this backings the conviction of Prensky (2006), that video and PC game playing, done suitably, is in reality advantageous to the present "Computerized Native" kids, who use them to plan for life in the 21st century. The remainder of the outcomes compliments with the aftereffects of the past investigations referred to in the audit of related examinations in this examination (for example the majority of the gamers were guys, most the gamers were young people). Supporting this, the respondents addressed the surveys with more constructive outcomes on their life than the negative ones. For example, stress reliever increasing more companions, progressively key reasoning, increasing explanatory aptitude, being educated in innovation and increasing more abilities that are applied, all things considered. Additionally, concurring in the investigation of Cortes et. al (2012), considers demonstrate that youngsters who play mobile games can improve visual insight aptitudes. Guardians accepted that mobile use is identified with better scholarly execution of the kids. It was discovered that secondary school students who utilized instructive programming at home scored fundamentally higher on phone proficiency tests than different understudies. Student use at home is additionally connected with enhancements when all is said in done scholarly execution. Different investigations additionally found that understudies who possess PCs at home had higher by and large evaluations, especially in Math and English, than those without phone. 17 B) Conclusion With the collected data, the researchers came up with the following conclusions: A. Most of the respondents are addicted in video games. The researchers concluded that the reason why students engage themselves in video gaming is because the students find gaming fun and exciting, and how the game itself is designed to be addicting. B. The researchers observed that the reason why some respondents of the research are addicted to video game is because of how they want to progress in the game they are playing like challenging or leveling up. This is because of the game design they are playing. C. The researchers conclude that video games also have a direct positive and negative effect on the lifestyle of the students. It is because of how they tend to play games than eat meals and spend more money just in playing video games instead of just fulfilling their hunger. They also lacked time with their family and friends. D. The researchers observed that gaming has an overall positive to gamers since they cause happiness and stress relieving sensation from playing. But, gaming addiction has an overall negative, since excessive amounts of gaming can cause eye strain and headache, lack of sleep, and direct negative effect on academic performance. Gaming is healthy but unhealthy in excessive amounts. E. Despite of the negative effects of gaming, the researchers gathered data from the respondents that says that gaming can be a source of new knowledge or new skills. Some gained analytical skills in gaming and some gained actual skills that are applied in real life like Mathematics. 20 of the respondents said that they gained knowledge in technology. In summary, gaming addiction is brought about by different components originating from the game itself with its game plan and from the gamer with their eagerness to play to an ever increasing extent and desire to advance in the game. These causes are sufficiently able to make gaming be excessively effectively by some gamers who can't reconsider when they surpass the solid sum characteristic of 60 minutes. 18 Appendices A Instruction: Kindly put ✓ to the answer you are agree with. 1. Why do the students engage themselves in video gaming? _ Stress Reliever _ It makes me happy _Better than Physical Activity 2. What game do they play the most? _Mobile Legends _ Call Of Duty _ PUBG 3. How many hours do the student spend on playing video games? _ 1-2 hours _ 2-3 hours _ 4 hours above 4. How does the students consider video games affect their studies? _ Positive _ Negative 21 Appendice B Causes of Gaming Addiction Graph 33.33% 50.00% 16.67% Enjoyable Stress Reliever Better than Physical Activiy Effect of Gaming Addiction according to respondent Graph 55.00% 45.00% Positive Negative 22 Hours on Spending Games Graph 60.00% 25.00% 15.00% 1-2 hours 2-3 hours 4 above All surveys were conducted in person on different strand of Dona Teodora Alonzo Senior High School in private setting, thus this surveys was keep and their answers are recorded. 23 Personal Data:  May 21, 2002  Single  17 years old  I have a lot of knowledge in computer such as; structure and different applications inside the computer Honors/Awards Received:  Rank 5 Division Robotics Fair 2018 Raja Avancena High School October 13, 2018  Top 4 Overall Grade 9 – Rizal Dona Teodora Alonzo High School 2017 – 2018  With Honors Grade 9 – Rizal Dona Teodora Alonzo High School 2017 – 2018  Best in Math Grade 9 – Rizal Dona Teodora Alonzo High School 2017 – 2018  Rank 4 in Filipino Grade 8 – Obedience Dona Teodora Alonzo High School March 30, 2017  Top 3 Overall 26 Grade 8 – Obedience Dona Teodora Alonzo High School 2016 - 2017  Best in Math Grade 8 – Obedience Dona Teodora Alonzo High School 2016 - 2017  Best in Conduct Grade 8 – Obedience Dona Teodora Alonzo High School 2016 - 2017  With Honors Grade 8 – Obedience Dona Teodora Alonzo High School 2016 - 2017  Best Facilitator in Math Camp 2017 Grade 8 – Obedience Dona Teodora Alonzo High School January 31, 2017  Top 6 Overall Grade 7 – Abraham Dona Teodora Alonzo High School 2015 – 2016  With Honors Grade 7 – Abraham Dona Teodora Alonzo High School 2015 - 2016  Christmas Cantata First Runner Up Grade 7 – Abraham Dona Teodora Alonzo High School December 14, 2015 27 Seminars Attended: First Manila Youth Congress on Drug Abuse Prevention Education YMCA – Ermita, Manila January 26, 2019 Roy Joseph R. Roberto First Scientific Forum Dona Teodora Alonzo High School Ground January 14, 2019 Research Club Adviser and Officers I Search, I Discover, I Develop… I am Youth and I am Involved… Ramon Avancena High School August 4, 2018 Manila Young Researchers’ Society I – Checked: Safely Explore the Web Dona Teodora Alonzo High School August 25, 2017 ICT II Club Adviser and Officers References: Mark Gil V. Tabor Head, Science Department Manila Science High School 09953785971 mvtabor@up.edu.ph 28 Personal Data  August 24, 2003  15 years old  Single Honors/Awards Received Most Outstanding Student in Grade 10 Dona Teodora Alonzo High School 2018-2019 Divison Robotic Fair Rank 5 Ramon Avancena High School 2018-2019 Top 9 in Grade 10- Adam Smith Dona Teodora Alonzo High School 2018-2019 Most Outstanding Student in Grade 9 Dona Teodora Alonzo High School 2017-2018 Top 4 Overall in Grade 9 Dona Teodora Alonzo High School 2017-2018 Seminar Attended First Scientific Forum Grade 10 Dona Teodora Alonzo High School January 14, 2019 31 References Vergil Chua Tan National Treasurer 288-9540 Priscila Tanoy Messenger Delivery Department 0956-0680-345 I hereby certify that the above information is true and correct. Jefferson Teng 32 JOHN CHRISTOPHER COS 2229 Angel Linao Street.Malate Manila Mobile No: 09226628274 OBJECTIVE: To use my skills in the best possible way in achieving the goal of company EDUCATIONAL BACKGROUND:  Senior High School - Doña Teodora Alonzo High School Grade 11- ABM June 3, 2019 Present  Junior High School - Doña Teodora Alonzo High School Grade 7- to Grade 10 2014-2019 Graduated  Elementary School - Antonio Regidor Elementary School Grade 1 to Grade 6 2008-2014 Graduated WORK EXPERIENCE: Assistant Accountancy - Sunwu Company Binondo Manila April-May 2019 PERSONAL DATA: Date of Birth : April 02,2019 Age : 18 years old Status : Single 33 Work Experience Manager Family Business/ Cellphone Accessories 2017-2019 Honors/ Awards Received Loyalty Awardee Saphiyyah Integrated School Foundation 2016 Champion In Oration Saphiyyah Integrated School Foundation 2016 SKILLS Playing Volleyball Can Comprehend Arabic Sentences Can write in Arabic Can read Arabic words Can read Korean Words Can write in Korean Personal Data Birthday : April 27 2000 36 Gender: Female Civil status: Single Religion: Islam Citizenship: Filipino References Pompong M. Tominaman Clerk III City Hall, Marawi City 09083347562 Hanifa M. Laut Clerk II City Hall, Marawi City 09186367680 I hereby clarify that the above information is true to my belief and Knowledge. Rande, Ayesha-hannan R. 37 ANGEL R. NEBRES Address: 310 Bldg. I, Rawis St. Tondo, Manila Mobile #: 09217401024 Career Objective: To be part of one approachable companies here in the Philippines which serve you to be an asset of this company. Educational Background: Senior High School Dona Teodora Alonzo Senior High School Grade 11 - ABM June 3, 2019 - Present Junior High School Dona Teodora Alonzo High School Grade 7 – Grade 10 2015 – 2019 (Graduated) Elementary School Apolinario Mabini Elementary School Grade 1 – Grade 6 2010 – 2015 (Graduated) 38 First Scientific Forum Dona Teodora Alonzo High School Ground January 14, 2019 Research Club Adviser and Officers I Search, I Discover, I Develop… I am Youth and I am Involved… Ramon Avancena High School August 4, 2018 Manila Young Researchers’ Society References: Beberly Bernaldez Saleslady Antipolo 09263083639 Mark Gil V. Tabor Head, Science Department Manila Science High School 09953785971 mvtabor@up.edu.ph James Ryan San Antonio Construction Worker 2015 Almeda St. Tondo, Manila 0929478022 I hereby certify that the above information is true and correct. Angel R. Nebres 41 42
Docsity logo



Copyright © 2024 Ladybird Srl - Via Leonardo da Vinci 16, 10126, Torino, Italy - VAT 10816460017 - All rights reserved