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Advantages of Digital Art during the Covid-19 Pandemic, Appraisal

among Grade 12 CIITeens: A Digital Magazine

A Research Concept Paper Presented to the


Faculty of CIIT Senior High School Department
In Partial Fulfillment of the subject
Practical Research 2 (Arts and Design / Animation)

Presented by:
Agoncillo, Dina Lauren
Barbin, Imogene
Felia, Marie Robin Lee
Gapuz, Ian Dominic
Ornedo, Andrea Marie

Presented to:
Ms. Heidi May De Leon, LPT

December 2021
I. INTRODUCTION

Art in today’s time has been greatly influenced by the rapid development of digital
technology. “Digital art” refers to the production of art using technology and softwares. It
varies from digital paintings, illustrations, digital photography to digital sculpting.
Considering the current situation wherein almost everything is done digitally, the pandemic
significantly caused art businesses to be operated more efficiently and accessible by the use
of the different innovative technologies with the restrictions of lockdowns. Lazzaro (2021)
says that there are successful operations of businesses adapting to digital technology, such as
Virtual Reality and Artificial Intelligence.

When the novel coronavirus disease (COVID-19) became a global public health crisis,
the World Health Organization declared it as a pandemic on March 11, 2020 (BS, et. al,
2020). For this reason, almost all regions have implemented lockdowns, shutting down
activities that involve gatherings and interactions. With the Coronavirus outbreak, every
single industry has been greatly affected, including the creative sector. For the safety of
everyone, it has been very important to stay at home and practice social distancing which
gave rise to the ‘new normal’ settling - a new way of living, working, and interacting with
others because of a crisis (Y.L.M, 2020). As industries that rely on delivering physical
experiences to generate income came to a screeching halt, the coronavirus pandemic hit
creative sectors like art, theater, and film worse than most (Kefford, 2021). Physical galleries
had no choice but to close since people haven’t been traveling to view art in person.

Because of the lockdown, Internet and internet-based services are being widely used by
most people to still be able to connect with others and continue their work from home. (De’
et. al, 2020). According to the owner of the Beverly Hills Gallery, Bella Haykoff (2021),
because of the global pandemic, their business model has significantly changed. As the arts
adapt to the new normal, like any other sectors, Kefford (2021) believes that it has also
undergone a ‘digital transformation’. Digital changes play an important role in capturing the
detail of students’ work, which also helps teachers and parents monitor how a child is
progressing in accordance with SovTech (2020).

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Digital technologies made the world interconnected and are being widely used to convey
information across the globe. Because of its convenience, budget-friendliness, and much
easier way of disseminating information, the researchers decided to create a digital magazine
about the comparative study of traditional and digital art. Most publishing houses have
reconsidered the way they operate their business and decided to switch to digital publishing
over people’s “much-loved” traditional print format (Barnfield, 2020).

Both traditional and digital artworks can be seen today with the help of technology but
the researchers will be focusing on the Digital medium which is frequently used in these
times which will help to persuade other students to use technology more, whether it is related
to school, art or to work and to help determine what works best for them. This study will
focus on the advantages of digital art during the pandemic, assessing Grade 12 CIITeens
under Arts and Design, the results will then be added in the digital magazine to further
discuss and pitch to the new young artists the advantages of the art in the technological
world.

STATEMENT OF THE PROBLEM

The COVID-19 Pandemic has made the world go through times of turmoil and
disruptions, affecting everyone including those who are in the art world. Accessibility is one
of the main problems artists face during the pandemic, from the materials needed in creating
art to how they will showcase and sell artworks to people. As physical activities come to a
stop, technology becomes more prevalent because almost everything is done digitally. Art is
no exception to this ‘digital transformation’ that the world continues to go through.
Moreover, both the pandemic and technology have influenced the art of today. With this, the
researchers aim to find out the advantages of digital mediums in creating art and the overall
advantages of digital art for Grade 12 CIIT Students.

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Specifically, it aims to answer the following research questions:

1. In what ways do digital mediums and digital arts benefit the Grade 12 CIIT students
during the pandemic?
2. Why is technology important for artists during the pandemic?
3. How does modern technology affect the creative process of Grade 12 CIIT students
during the pandemic?

RESEARCH OBJECTIVES

The Research Paper:

● The major goal of the research paper is to persuade other students to use technology
more to create any output, whether it is related to school or work.
● The paper shows the advantages of using technology during the ongoing pandemic,
where everything should be digital-based.

The Digital Magazine:


● The magazine that comes along with this research showcases the different digital
artworks made by Senior Highschool students of CIIT, each artworks also includes
credits from the owners, which can either be their original names or their personal
alias and usernames in their social media accounts as artists. In addition to that, the
magazine also shows the results or insights that came from the survey. This is for the
readers to gain knowledge about the insights and opinions coming from the
respondents of the questionnaires.
● The magazine also includes a page dedicated to a tutorial about how to create a digital
artwork. Each step includes a detailed essay explaining the procedures and basic tips
on how to enhance a digital work. This is in order to give additional knowledge for
the readers who are a beginner in terms of using digital mediums.
● In some parts of the magazine, there will be artworks with QR codes. The QR codes
contain the link to the creator’s social media accounts, and some artworks will have
QR codes that will lead them to a site where the video of that artwork is in a form of

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animation. The researchers want to utilize this feature to add a sense of interactivity
and mystery to the readers so they can enjoy our pages better. (The QR code reader
can be downloaded in IOS and android app stores.)

● One of the main objectives of the magazine is to promote the CIIT College of Arts
and Technology, including the artistic skills of CIITeens. This is also to give support
for the beginning artists of CIIT to gain followers and views on their art accounts.
Altogether, this study and magazine aims to promote the importance and the appeal of
using the digital media and the skills of Grade 12 CIITeens.

SCOPE AND DELIMITATION

This study will only be focusing on the insights, views and opinions of Grade 12
students of CIIT SHS regarding digital art. A survey through google forms will be conducted
in order to determine the advantages of digital art during the pandemic. This study is only
limited to digital artworks, traditional forms of art will not be covered.

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II. REVIEW OF RELATED LITERATURE

This chapter elaborates on the traditional and digital art in the Philippines and in other
countries. Additionally, in this chapter the researchers cited different articles that compare
and define traditional and digital art. It also tackles pricing art commissions. Lastly, this
chapter delves into the effects of the Coronavirus outbreak and how technology has been
very beneficial for those in the art world, both traditional and digital. These are significant in
helping the researchers to further understand their chosen topic.

LOCAL LITERATURE

Philippine visual arts have been well-developed throughout the years from traditional
works such as weaving and carving, contemporary paintings, and to the recent emergence of
digital outputs. Despite the country’s strong establishment of art pieces, the creative sector is
still overlooked despite not lacking talented artists because the country is behind other
countries in recognizing and embracing the potential of creative industries according to the
statement of Mercado (2021). In an article by Labrador (2009), she mentions how the
Philippines value their works is influenced by the French government's tendency to take care
of old or dead artists’ work rather than encourage the production of new ones by younger
artists. This brings in the discouragement of families to aspiring artists when pursuing an art
course, the most common argument being “Walang pera sa arts” or that the field of arts is
not profitable enough to provide for yourself, rather than uplifting their self-esteem which
can affect their confidence in exploring new and experimental art. Filipino artists still
continue producing art even with the lack of support of the state and system. Not to mention,
art is an investment too - just the materials alone are high up in sales and studios are not
always accessible. This makes it challenging for artists that rely on arts as their source of
income and artists that plan on making a living out of it.

In light of recent events, the use of digital technology such as digital payment,
e-commerce apps, telemedicine, and online education, has been more prominent than before
as it helps individuals and the government in complying with the COVID-19 social

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distancing guidelines (GCPP, 2020). Aligning with this, working sectors also needed to find a
way to adapt to a more digital mindset. Specifically, it has pushed the global art industry in
adapting more to digital mindsets. The culture industry in the Philippines has been doing
what it can to keep moving forward despite falling behind consistently in terms of
digitization and internet speeds (Potenciano, 2021). In an article written by Lizaso (2020), art
is needed more than ever during this time in order to entertain, to challenge, to give meaning,
to interpret, to raise awareness, especially that the manufacturing and heavy industry
economy is shifting towards a new creative economy, also known as the “Orange Economy.”
The creative sector became a quota job from the looks of it - small businesses reaching out to
graphic designers to create their shop’s branding, organizations hiring creative heads for their
account’s layouts, customers commissioning personal drawings from commissioning artists.
While there is no doubt that digital forms of art are mostly in demand when it comes to these
works, traditional forms of art are irreplaceable and will only get better as time progresses
(Lopa, 2021).

FOREIGN LITERATURE

In modern terms, traditional art refers to artworks done on a canvas and any art
medium such as acrylic paint, watercolor paint, oil paint, pencils, charcoal, and oil pastel.
Traditional forms of art include painting, drawing, sculpting, etc. Digital art on the other
hand are works created through digital technology. Forms of digital art include video outputs,
animation, photography, prints, 3D sculpting, and artworks done with the use of drawing
applications. Digital art only uses one type of medium - a software, such as Adobe Photoshop
and Procreate, - unlike traditional art that can multiple mediums to one work. The difference
between the two is that digital art is more accessible to individuals with mobile phones or
tablets and computers wherein they can download creative softwares in a few clicks, making
it convenient for them to carry around compared to bringing a bag filled with sketching and
coloring materials that can be heavy to bring along. Creative softwares provides their users
various tools to work with, like brushes with a watercolor texture, a color wheel wherein we
have access to every color, and undo and editing commands wherein we can fix one mistake

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or redo a line. Afterwards, the final output can be immediately shared through online social
platforms such as Twitter and Instagram after saving it to the device’s gallery.

Although digital applications can provide you everything in one app, only one
method of art is being mastered. Traditional art on the other hand requires a different mode of
thinking to be able to master different techniques. When an artist is able to experience art
mediums personally, they learn how it is being used and develop techniques that can be
applied only for that sole medium. If the artist knows how to use what they are using, and are
experiencing the smell,the sounds, and the environment of their workspace, it creates more
connection between them and their artworks (The Art of Education University, 2019). An
example can be the use between taking a photograph versus painting. It is easy to adjust the
settings to capture the image of a running horse. In painting though, the artist adjusts to mix
every shadow and tone and capture the movement of the horse happening in live events.

Unlike digital art softwares that can easily undo and edit mistakes during the process,
there is no turning back the moment the medium touched its canvas unless its pencils and
erasers, hence traditional art is said to be more valuable because of the originality it comes
with: the canvas, the medium used, no mass production - only a physical copy of it, and the
precision and dedicated time given to complete it (The Art of Education University, 2019).

Many artists found difficulty when art fairs were being cancelled and had trouble in
selling their works to earn income because there weren't enough buyers. Soon they opened
slots for commissions. For new artists that are planning on opening commissions however are
struggling to price their works, according to DanSyron on DeviantArt, the proper pricing of
commissioned works should be [the number of hours spent on the commission] multiplied by
$7.25 - the lowest payment you can legally earn for doing employed work. So if you worked
10 hours for the commission, the equation is 10 * 7.25 = $72.5 should be your estimated
income from 1 work alone. This pricing technique looks influenced by The Labor Theory of
Value invented by Karl Marx. He believed that when deciding upon the value of a product,
the time factor should be considered, “...the value of a produced economic good can be
measured objectively by the average number of labor hours required to produce it. In other

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words, if a table takes twice as long to make as a chair, then the table should be considered
twice as valuable.” Another thing to consider in pricing commissioned works are the money
spent on; including paints, brushes, canvas, studio space, transportation costs, etc.
(EasyEasel, n.d). However younger artists tend to devalue their works because of potential
commissioners lowballing and questioning their art pricing during negotiation.

Dieckvoss (2021) says that technology and the digital sphere has supported the arts
over the last 18 months. For both digital and traditional art, technology is very essential
especially in the present times. Kefford (2021) believes that the rise in digital delivery
presents the creative industries with an opportunity to reach larger audiences. According to
Lazzaro (2021) some of the physical activities of the [art] market have been replaced by
mixed forms of the way business operates, adapting to virtual reality and artificial
intelligence. Through this digitalization, creatives now have ways to still reach their
audience, in fact even more widely.

Digital art medium has made a massive impact on our current society. The usage of
digital media came from the concept of the traditional media’s physical materials (Felt
Magnet, 2021). Digital media has not only spread the idea of the traditional process of the
creation of art, it has also increased the accessibility of art to the world (Felt Magnet, 2021).
Through the usage of modern technologies, there are numerous opportunities for the new
generations of artists to enjoy. Some digital applications that are used for making art provide
plenty of options of tools, paint brushes, colors and any other art materials, without having
the need to spend money for the art supplies. Which leads to the new era of the art industry
not entirely being affected by the pandemic, due to the plentiful amount of opportunities to
find in the online world. “The digitalization of the creative industries creates a range of
opportunities which can mitigate the impact of the pandemic.” (Kefford, 2021).

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III. METHODOLOGY
Execution / Procedure
This methodology will serve as an in-depth explanation of specific procedures and
methods which will be used to assess the target population by using the mixed method in
order to collect datas for the purpose of the study. By this, the researchers will be able to
proceed to the project.

1. Find design pegs.


2. Start Collecting Information using Mixed Method; Qualitative and Quantitative
Research Design.
3. After Collecting, Ask for those who are willing to share their works and ideas about
the future project.
4. Check and assemble designs, artworks and the thumbnail of each page.
5. Double check the possible errors that the project may contain.
6. Make mockups of the digital magazine.
7. Begin to distribute the tasks for production and publishing.
A. Theme / Concept

Be a Better Digital Artist (2018, July 1). International Artist Magazine (n.d.)
ImagineFX Magazine.

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Art Market International ImagineFX Magazine (n.d.)
Magazine (n.d.)

Above are some of the themes and concepts that serve as an inspiration for the
researchers in making their digital magazine. The contents will be filled with pictures of
digital artworks that are made by CIIT students in today’s time. Along with the photos of the
artworks, there will also be articles that will be based from the data collected in the survey
conducted by the researchers. This will contain the views and opinions of selected Grade 12
CIIT students regarding digital art during the pandemic.

RESEARCH DESIGN
This study utilizes a mixed method design, which involves collecting, analyzing, and
integrating both quantitative and qualitative research methods. Specifically, the researchers
will gather data about the Grade 12 CIIT students’ opinions and experiences regarding digital
arts. Then, further open-ended questions will be asked to the Grade 12 CIIT students. The
results that the researchers would get from the different methods can help deepen their
understanding regarding digital art.

POPULATION OF THE STUDY


In choosing the sample of participants, the researchers used the cluster sampling
method. This is a type of probability sampling wherein the researchers will divide the entire
population into sections to represent a population (Fleetwood, n.d.). The researchers have a
total of 25 respondents from the Grade 12 students of CIIT Senior High School. It will be
from the Media & Visual Arts strand and Animation strand. They got 5 respondents from
each section. Through this, the population will have equal opportunities to answer the
questions and be included in the sample.

RESEARCH INSTRUMENT
The researchers will then be using Google forms to conduct a survey, the links will be
distributed via Messenger, Gmail or addressing the president for the participation of the

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chosen students in each section. Aside from quantitative questions, there will also be
qualitative questions. With these, the respondents can further elaborate their experiences,
thoughts and to better understand their opinions regarding digital art. Consent form and data
privacy consent form will be given to the respondents assuring them that no identities and
names will be mentioned on the research paper, the objectives of this study will also be
explained in both survey and interview.

DATA GATHERING
This study will be focusing on the Grade 12 CIIT senior highschool students’ insights
about the advantages of digital art during the pandemic. The questionnaires will be answered
by the participants through the use of google forms. The items included in the google form
contains questions related to digital art; it will involve the students’ experiences on using
digital mediums to create art. The researchers will also use open-ended questions on the last
part of the google forms survey. Through the qualitative questions, it will be a good
opportunity for the researchers to be able to also acquire their personal thoughts, knowledge
and opinions regarding the matter. In this way, it can also help us deepen our understanding
of anything related to the world of art and creative industry.

PROCESS
1. Collect digital artworks from CIIT Students

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2. Summarize the insights and opinions of Grade 12 CIIT Students gathered from the
survey. This will be used for the content of the magazine.

3. After organizing the content, the researchers began to structure their digital magazine.
Here they listed down the sections to be included in the magazine as well as its order.

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4. The researchers then drafted the layout of each section of the magazine.
4.1 First, they made initial designs for the cover page. The researchers took note of
making it look eye-catching for their target audience which are people from
Generation Z.

4.2 Secondly, the researchers made the layout for the table of contents.

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4.3 Next, the researchers designed a layout for the impressum part of the magazine.

4.4 After this, the researchers made layouts for the main part of their magazine which
is the feature well. Here, they designed a variety of layouts to keep the magazine
interesting. In this part, the researchers will feature the digital artworks from CIIT
Students, along with their insights and opinions about digital art.

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4.5 Then, the researchers made a layout for the tutorial section.

4.6 Lastly, the researchers designed a layout for the back part of the magazine.

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5. Finally, after designing the layout of the whole magazine, the researchers made
mockups for the product.

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IV. PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

Introduction

After obtaining the information from the respondents, this chapter will now be
proceeding to the next step of the research paper, which is the process of examining the
gathered data. First, the demographics of the participants will be shown, which gives out the
essential details that will be needed to support the study through a chart. The next part of the
chapter will reveal the research findings. In this page, the results from the survey that were
converted in the form of pie charts will be displayed, along with the insights coming from the
respondents regarding the questions related to the usage of digital medium, which includes a
short explanation for each. The third step will be the whole interpretation of the survey
results in a textual form. The analysis for each data will include a more detailed explanation
that will come from the researchers. Finally, the last step will be the overall conclusion of the
fourth chapter, which will conclude all of the findings and as well as the summarization of
each step executed.

Demographics of Participants

Table 1
Population Tally of Respondents

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The survey questionnaires were distributed to a sample population of 25 respondents within
the tracks of Arts and Design and TVL. Moreover, the respondents were classified by their
strand and section. The survey questionnaires were equally distributed to both tracks.

Research Findings

In this chapter, the data will be presented based on the data instrument used by the
researchers in this study. The gathered data will be presented through text and graphs with
the use of pie charts and table graphs. The data presented in this chapter is analyzed
thoroughly by the researchers.

The researchers reached out to the students under the Media and Visual Arts and
Animation strand of CIIT Senior High School. A total of 25 participants were allotted
through the conduction of the questionnaire that were distributed through e-mails.

Item no. 1

Question #1 asks the students how often they digitally draw, and it is shown that 14
participants draw once a week. On the other hand 5 participants say they draw twice or thrice
a week and 16% or 4 participants draw four or five times a week. Lastly, 2 participants out of
the 25 participants show they digitally draw everyday.

Graph 1: Frequency of making digital artworks within a week

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Item no. 2

Question #2 asks if the digital medium was easy to use for creating artworks when
they were a beginning digital artist. In the table presented, the majority of 19 participants said
no, while the remaining 6 participants said yes.

Graph 2: How easy is the digital medium as a beginner

Item no. 3

In question #3, the students were asked to scale their creativity skills in making
digital art from 1 to 5 according to the descriptions provided in the form. It can be seen that
15 participants rated themselves a 3 or an average level of competence with some experience
in making digital art. Second to this are 8 participants rating themselves a 4 or moderately
high level of competence in making digital art. However, 2 participants considered
themselves having a low level of competence in making digital art because of little
experience.
Graph 3: Rate your creativity skills

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Item no. 4

Question #4 shows the most common form of digital art the students often do are
digital sketches, graphic painting, and digital designing. This is followed by line art,
animation, vector drawing, and digital collages.
.

Graph 4: What form/s of digital art

Item no. 5

Question #5 presents on how long it takes to do digital drawings. According to the


chart, the majority of 9 participants do their work on an average time of 4-6 hours. Closely
following are 7 participants who work on an average of 7-9 hours. Adding to that are the 6
participants that can work on an average 1-3 hours. Lastly, 3 participants work on an average
of 10 hours and onwards.

Graph 5: The average time in making digital art

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Item no. 6

As seen in the table below, It is evident that everyone agrees that the use of digital
media is useful in the pandemic.

Graph 6: The importance of digital media in the pandemic


Statistical Analysis

Based on the data gathered, the researchers found that 56% of the population or 14
respondents do digital art once a week. While 20% or 5 respondents do digital art twice or
thrice a week. 16% or 4 respondents said they do digital art four to five times a week. Lastly,
8% or 2 respondents said they do digital art everyday. Next, 76% of the population or 19
respondents answered ‘no’ on the second question. Meaning, most of the respondents did not
find digital mediums easy to use when they were beginning artists. On the other hand, the
remaining 24% or 6 respondents said that using the digital medium to create art was easy
when they were beginning artists. When asked to rate their creativity skills in making digital
art, 60% or 15 respondents rated their skills with 3, which means they have an average level
of competence and have some experience in making digital art. While 32% or 8 respondents
rated their skills with 4, which means they have a moderately high level of competence and
have good experience in making digital art. Lastly, the remaining 8% or 2 respondents rated
their skills with 2, meaning they consider themselves to have a low level of competence and
with little experience in making digital art.

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The most common form of digital art among the Grade 12 CIIT students of the Arts
and Design and Animation track is Digital Sketch, with 76% or 19 respondents. Followed by
Digital Painting with 68% or 17 respondents. Next, closely tied to Digital Painting is Graphic
Design with 64% or 16 respondents. Then 48% or 12 respondents like to do Line Art. Aside
from this, 40% or 10 respondents like doing animation. On the other hand, only 28% or 7
respondents like to do vector drawing. Finally, the least common form of digital art among
respondents is digital collage, with 24% or 6 respondents.

The respondents were also asked about how long it takes them to draw digitally and
36% or 9 of them said it takes them an average of 4-6 hours. 28% or 7 respondents said it
takes them an average of 7-9 hours. While 24% or 6 respondents said it takes them an
average of 1-3 hours. Lastly, 12% or 3 respondents said it takes them more than 10 hours to
draw digitally. For question number 6, all of the respondents agreed that using digital media
during the pandemic is important.

Research Analysis

For the second part of the survey, the respondents answered open-ended questions to
help the researchers further understand their insights about digital art. Since all 25 of the
respondents agreed that using digital mediums during the pandemic is important, all of them
answered the follow-up question for item number 6. Many respondents said that creating
digital art helps them release stress and cope during the pandemic. Some consider digital art
making as one of their recreational activities. Additionally, many of the respondents also said
that digital mediums are important during the pandemic because it offers convenience to
artists in terms of accessing art materials. Some compared it to doing traditional art and said
that, “It would indeed be essential if I were someone who specialized in digital art compared
to traditional, as normally, making use of digital programs to produce artwork saves a lot of
physical materials.” Aside from this, some respondents said that digital mediums are more
attainable and time-efficient. It allows people to communicate and connect with others.
Respondents also said that digital mediums give artists more creative freedom and
self-expression. Moreover, some respondents said that digital mediums are significant during

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the pandemic since it allows artists to showcase their work despite the restrictions of
lockdowns.

Based on the answers of the respondents, technology helps make the art world thrive
in many ways. Respondents said that technology helps to encourage or promote the
development of art by expanding the creative possibilities of artists. Through technology, as
respondents said, it provides various platforms for people to communicate, connect with
others, share and sell artworks, and give exposure to artists. With these platforms, it also give
artists many job opportunities. In essence, different social media platforms are helping the art
world thrive in today's time. Aside from this, respondents also said that with technology,
new art techniques and styles are being continuously developed. Moreover, traditional-like
mediums are also available digitally, allowing artists to create innovative artworks. Lastly,
technology helps in giving efficiency and flexibility to artists. To quote the answer of one of
the respondents, “The digital art world has things you can do that you can't do traditionally,
which makes it easier. For example, in case of a mistake, the undo button is always there.”

With the toll of the pandemic brought upon us, it definitely affected the creative
process of individuals. The researchers asked how the pandemic affected the respondents’
creative process and if modern technology was able to contribute to it. There were both
positive and negative outlooks. On the positive note, because of the excessive freetime of the
pandemic, they were able to utilize their time to explore digital art and develop their skills
over time while improving in certain aspects with the help of searching up tutorials online
and looking up inspiration through films and various websites.

On the other hand, due to the burnouts caused by both the pandemic and conduction
of online distance learning, it negatively affected some of the respondents’ creative process,
decreasing their appeal to create art more often. It is noted that one of the responses said that
“It was harder to garner original ideas when we are surrounded with media all the time.”
They also mentioned that modern technology didn’t contribute to this, but more on their
increased exposition to it.

On the notion of teachers giving activities to students that require the use of digital
media, the respondents expressed both positive and negative effects of this practice.
Although most respondents agreed that it is a good practice, there were some who gave
conditions. To illustrate, one of the respondents answered “As most things, it depends. It's
good to use social media at this age to have a guided responsible use of such. Being familiar
with the environment that is the digital media is important especially in our line of work and

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most work that rely on it. However, if the requirements start to be codependent on the use of
digital media, it can mess with how the student reacts and views it. It can replace their
perception of real life knowing that most things are done digitally and reality start to not feel
interesting enough.” Another respondent answered, “I think that being able to use digital
media is a practical skill that will only grow in importance as time passes. Learning how to
use softwares in school can aid students when they begin their career. With that being said,
not everyone has access and skills to the tools needed to create digital media so I think that
teachers should plan their activities around the needs and circumstances of their students.”
These two answers highlight the positive and negative implications of the practice of teachers
giving activities to students that require the use of digital media. Most respondents said that
this is a good practice since it trains students to be flexible artists. Moreover, it helps students
to be ready in entering the industry wherein most work relies on digital media. It also helps
students to “narrow down their interests.”

Conclusion

This chapter discusses the results for each question in the questionnaires sent through
e-mail along with the appropriate statistical and research analysis that is presented through a
table and graphical charts according to the 25 questionnaire participants. Concluding the
findings and analysis, there are a lot more students who draw once a week which take some
of them an average 4-6 hours while some are 7-9 hours per digital work. Moreover, all 25
students agreed that using digital mediums during the pandemic is important. Respondents
said that the benefits of this is to release stress and cope during the pandemic or to use it as
one of their recreational activities as well as to use the convenience of digital accessibility
and efficiency. Through digital mediums, respondents also mentioned that it allows them to
communicate with other people and express themselves more. The majority of the students
rated their own skills with an average level of competence and experience in the digital
medium and mostly did not find the digital medium easy when they were beginning. Digital
Sketch, Digital Painting and Graphic Design are the 3 that received the most choice, over
half of the participants, under the forms of digital art. In addition, respondents said that art in
the current technological world expands the creative artistry by numerous platforms that give
exposure to artists for continuous development and innovations.

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V. SUMMARY, CONCLUSION AND RECOMMENDATIONS

Introduction

This following chapter concludes the whole research paper. Specifically, it presents
the conclusions drawn and recommendations made by the researchers. It aims to cover the
end result of the study. The pandemic caused people to practice and gave rise to the ‘new
normal’ setting which also includes the creative sector to develop a digital environment
called ‘digital transformation.’ This made the researchers curious about the advantages of
digital art for Grade 12 CIIT Students, discovering the benefits, importance and its effect on
their creative processes.

Conclusion

The primary objective of this study is to show the readers the advantages of using
technologies during the time of pandemic as a way of crafting something out of it,
specifically projects like digital artworks. This research also intends to present the reasons
why using technologies are a crucial part in education. While the majority of the results from
the questionnaire showed its agreement with the hypothesis of the research, there are insights
from the survey that does not completely acknowledge the fact that computers can be viewed
as an advantage when it comes to school. In the survey, the items 1 to 6 were a set of
questions that belonged to the category of a quantitative method. Based on the outcomes, the
majority of the students view the idea of handling the digital medium daily with a positive
light. As stated in the results, they tend to use technologies with everything they create, and
according to the items number 1 and 5, they spend more than an hour using their gadgets and
devices. Lastly, in item 6, all of the respondents agree with the fact that using digital
mediums during the pandemic is an advantage. However, when it comes to the qualitative
questions, the answers for some items were mixed. Again, there are answers that agree with
the advantages of consuming digital media during these times, but there are responses that
point out the disadvantages as well, whether it is a matter related to health, school or work.
To conclude the overall study, despite the large amount of influence digital media has made
in today’s generation, the insights that came from the CIITeen art students somehow prove

28
that there are still instances where it shows its downsides. Nevertheless, the majority of the
CIITeens mostly sees the benefits of using modern technologies more than the negative
effects. Therefore, this research paper has proven the importance of using digital media in
today’s generation.

Recommendations

The researchers recommend the following to young artists, the CIIT Library, CIIT
students, and future researchers.

Young artists

The researchers recommend that they explore the different forms of digital art
in order to expand their creative possibilities. Through their digital magazine, the
researchers encourage youth to utilize digital mediums and technology in order to
continuously develop the art of today’s generation.

CIIT Library

The researchers recommend that CIIT Library would also do a digital


magazine that resembles the product of the researchers. The researchers would
suggest improvements such as gathering more artworks from CIIT students.

CIIT students

The researchers recommend that more CIIT students would participate in the
making of such digital magazine in order for them and their artworks to be featured.
The researchers believe that this will not only showcase the artistic skills of CIIT
students but also inspire others to try making digital art.

Future researchers

In this study, the researchers only gathered data from a sample size of 25. It is
recommended that future researchers have a larger sample size. Aside from this, a more

29
in-depth interview towards CIIT students regarding digital arts is also recommended in order
to have a more insightful research paper.

30
REFERENCES:

Academy of Art University - Visual Plagiarism. (n.d.). Academy of Art University.


Retrieved September 30, 2021, from http://faculty.academyart.edu/faculty/
teaching-topics/tips/visual-plagiarism.html

Cant, C. (2021). Is digital art easier than traditional art? Digital vs traditional: Self
employed artist. RSS. Retrieved September 30, 2021, fromhttps://www.
selfemployedartist.com/blog/is-digital-art-easier-than-traditional-art-digital-
vs-traditional.

De', R., Pandey, N., & Pal, A. (2020). Impact of digital surge during Covid-19 pandemic:
A viewpoint on research and practice. International journal of information
management, 55, 102171. https://doi.org/10.1016/j.ijinfomgt.2020.102171

DeHart, B. (2018, April 28). Should you do traditional art or digital art? Blake DeHart
Sci-Fi Comic Artist. Retrieved September 30, 2021, from
https://blakedehart.com/blog/2018/3/14/should-you-do-traditional-art-or-digital-art.

Digital Art vs. Traditional Art. (2020, October 28). Trekell Art Supplies.
https://www.trekell.com/blogs/experience/digital-art-vs-traditional-art

Guerra, R. (2016, January 1). What is Traditional Art & its Importance for the Painter and
for Society. Guerraart.https://www.guerraart.com/single-post/2016/01/01/what-is-
traditional-art-its-importance-for-the-painter-and-for-society

Harnessing Digital Technologies Can Help Philippines Overcome Impact of Pandemic,


Hasten Recovery. (2020, October 5). World Bank.https://www.worldbank.org/en/
news/press-release/2020/10/05/harnessing-digital-technologies-can-help-philippines
-overcome-impact-of-pandemic-hasten-recovery

Inocencio, J. (2021, April 19). Insight: The time is now for the Philippine Creative Industries
Act. Adobo Magazine Online. https://adobomagazine.com/featured/insight-the-
time-is-now-for-the-philippine-creative-industries-act/

Kefford, M. (2021, September 30). How can technology save the arts? BusinessBecause.

31
Retrieved September 30, 2021, from https://www.businessbecause.com/news/
insights/7813/technology-arts-after-covid.

Labrador, A. M. T. P. (2009, January 26). Philippines: Art Makes Economic Sense by


philippines on. DeviantArt. https://www.deviantart.com/philippines/journal
/Philippines-Art-Makes-Economic-Sense-214185973

Lizaso, N. J. (2020, August 24). Anak, why art? Manila Bulletin.


https://mb.com.ph/2020/08/24/anak-why-art/

Potenciano, T. (2021, May 21). People are still selling and buying art - even through viber.
cnn. Retrieved September 30, 2021, from https://www.cnnphilippines.com/life
/culture/arts/2021/5/21/buying-art-through-viber.html.

Przybylek, S. (n.d.). Study.com | Take Online Courses. Earn College Credit. Research
Schools, Degrees & Careers. Study.Com. Retrieved September 30, 2021, from
https://study.com/academy/lesson/what-is-digital-art-definition-history-examples.html

Sage Pub. (n.d.). Choosing a Mixed Methods Design. Retrieved September 30, 2021, from
https://www.sagepub.com/sites/default/files/upm-binaries/10982_Chapter_4.pdf.

Schukei, A. (2021, July 12). Digital Vs. Traditional Art: Is One Better than the Other?
The Art of Education University. https://theartofeducation.edu/2019/05/29/digital
-vs-traditional-art-is-one-better-than-the-other/

Schukei, A. (2021, July 12). Digital Vs. Traditional Art: Is One Better than the Other? The
Art of Education University. https://theartofeducation.edu/2019/05/29/digital-vs-
traditional-art-is-one-better-than-the-other/

Srivastava, A. (2019). Digital Art: A Revolutionary Form of Art & Visual Communication.
International Journal of Research -GRANTHAALAYAH. (pp. 83-88)

Wikipedia contributors. (2021, August 20). Digital art.


Wikipedia. https://en.wikipedia.org/wiki/Digital_art

Wikipedia contributors. (2021b, September 28). Arts in the Philippines. Wikipedia.

32
https://en.wikipedia.org/wiki/Arts_in_the_Philippines#Traditional_arts

Y.L.M., D. (2020, July 3). Covid-19: What does the 'new normal' mean? The Star. Retrieved
September 30, 2021, fromhttps://www.thestar.com.my/lifestyle/health/
2020/05/21/covid-19-what-does-the-039new-normal039-mean.

S. (2021, June 5). 6 Benefits of Digital transformation in education. SovTech.Co.Za |


Software Development South Africa.https://www.sovtech.co.za/6-benefits-
of-digital-transformation-in-education/

33
APPENDICES
Index A: Consent Letters

34
35
Index B: Research Instrument:

Index C: Curriculum Vitae


Agoncillo:

36
37
38
39
Index C: Curriculum Vitae
AGONCILLO, DINA LAUREN B.
Brgy. Kamuning, Quezon City
dina.agoncillo@ciit.edu.ph
(+63) 995 342 9371

ABOUT

Currently completing a Senior High School Arts and Design track


specifically in Media and Visual Arts. Skilled in Digital and Traditional
Portraiture and Cartooning, and won as a Weekly Champion in a
Calligraphy Contest. Knowledgeable in some editing software and
applications; Adobe Photoshop, PicsArt, FireAlpaca Sketchbook and
Canva for Creative Designs, and Adobe Premiere and CapCut for Video
Editing.

SCHOOL EXPERIENCES

● 21st Century Calligraphers (May, 2020)


○ Weekly Calligraphy Battles - Champion
○ Tasked to create their own interpretation of the given word
using Calligraphy.
○ Designed multiple certificates for the organization.
○ Hand Paint Leader Collaboration.
○ Assigned to encourage other people to try out different
mediums using paint.
● POGCS Performing Arts Club (2018-2020)
○ Lead Choir Performed at School Daily Praise and Worship.
○ Lead for the School Banquet in front of School Staffs.
○ Conducted a Praise and Worship at UP Diliman Theater.
○ Assigned as one of the leaders of Black Team for Camping
2018-2019.
○ Won as the Cheer dance Champion for Camping 2018.

40
○ Won 2nd place for Cheer dance for Camping 2019.
● Cavite Institute Visual Arts Org. (2017-2018)
○ CIVAO Member
○ Tasked to paint and design school boards.
○ Assigned to help the Social Studies Club for School Paper.
○ Social Studies Club Member Tasked to help the leaders
photograph and survey.
● Marilao Dance Workshop - Cavite Institute (May, 2017)
○ Modern Dance Participant
○ Trained by a professional from the Dance Collective.
○ Assigned to teach Elementary Students basic dance
choreographies.
● Cavite Institute - MI Scholarship (2016-2018)
○ Multi-intelligent Cavite Scholar • Given a Scholarship because
of Numerous Talents Shown: Visual Arts, Musical
Performances, Arts and Sports
■ Required to pay only 15% of the Tuition and Participate
in the Waste Management Program.
■ Became one of the School Waste Management Officers.

ACHIEVEMENTS AND AWARDS

Pulong Saging Elementary School


Elementary School Education (Grades 3-6)
Purok 3, Pulong Saging, Silang, Cavite
● Grade 5 (2014-2016)
○ 7th Place at Declamation Division Contest
● Grade 6 (2014-2016)
○ Declamation District Contest Participant
○ Oil Pastel Poster District Challenge

41
○ Journalism Editorial Writing Participant

Cavite Institute
Junior High School Education (Grades 7-8)
EKB Heights, Brgy. Iba, Silang, Cavite
● Grade 8 (2017-2018)
○ Subject Awardee: TLE Social Studies and CIVAO Club Member

People of Grace Christian School


Junior High School Education (Grades 9-10)
58 Kamuning Rd, Diliman, Quezon City
● Grade 9 (2018-2019)
○ Awarded for Academic Excellence with Honors in 1st Quarter
○ Awarded for Academic Excellence with Honors in 2nd Quarter
○ Awarded with Certificate for Perfect Attendance
● Grade 10 (2019-2020)
○ Achieved Rank 4 in 1st Quarter Achieved Rank 3 in 3rd
Quarter
○ Received a Bronze Medal for Academic Excellence with
Honors
○ Received 5 Gold Medals for being Outstanding in the
following Subjects: Arts, Mathematics, TLE Filipino and Music

CIIT Senior High School, Inc.


Senior High School Education - Arts and Design Track
62 Sgt. Esguerra cor. Mother Ignacia St., Quezon City
● Grade 11 (2020-2021)
○ Awarded for Academic Excellence with Honors in 1st Quarter
○ Achieved Rank 2 in 1st Quarter
○ Achieved Rank 2 in 2nd Quarter

42
○ Awarded for Academic Excellence with Honors in 1st
Semester
○ Achieved Rank 4 in 4th Quarter
○ Awarded for Academic Excellence with High Honors in 2nd
Semester
○ Best in Contemporary Philippine Arts from the Region

RESEARCH EXPERIENCE

Research Project, CIIT Senior Highschool, Inc.


Practical Research (2021)
● Title: Advantages of Digital Art during the Covid-19 Pandemic,
Appraisal among Grade 12 CIITeens: A Digital Magazine

Research Project, CIIT Senior Highschool, Inc.


Practical Research 1 (2020)
● Title: Digging into Effects of Excessive Exposure of Personal
Information on Facebook

Research Project, CIIT Senior Highschool, Inc.


Komunikasyon at Pananaliksik sa Wika at Kulturang Filipino (2020)
● Title: Isang Pananaliksik ukol sa digital art na makikita sa
Facebook page ng Anakbayan patungkol sa Estadong Politikal at
ang impluwensya nito sa mga mag-aaral ng ika-11 at 12 baitang
ng Arts and Design strand ng CIIT Philippines, Senior High School
Panuruang Taon 2020-2021

Research Project, People of Grace Christian School


Science (2019)
● Title: The Making of a Windmill made of PVC Pipes to Generate
Electricity from Air - Is It Enough to light a bulb?

43
Research Project, People of Grace Christian School
Science(2018)
● Title: DIY Eco-friendly Floating Kayak (P.E.T Bottles)

Research Project, People of Grace Christian School


Social Studies under Self (2018)
● Title: Social Media effects on Self-esteem

DIGITAL AND TRADITIONAL HARD SKILLS

● Digital
○ Adobe Photoshop, Adobe Premiere Pro, Adobe Lightroom,
Canva, Sketchbook 5.2.5, FireAlpaca, ibis Paint, Microsoft
Office
● Traditional
○ Calligraphy, Photography, Realism, Cartooning, Still Life,
Character Design, Mixed Media Works, Graphic Design

REFERENCES

Available upon request.

44
Barbin:

IMOGENE BARBIN
Graphic designer

Illustrator

Lagro Subd. Q.C.


CP#: 09475823159
Imogene.barbin@ciit.edu.ph

ABOUT
Currently taking up Arts and Design Track in CIIT Senior High School, Inc.
Skilled in creating poster layout designs, character designs, background
illustrations, photo and video editing. Experienced in using Photoshop,
Filmora, Krita, Medibang, Autodesk Sketchbook, Clip Studio Paint. To be
able to finish tasks on time using my knowledge in digital arts. To be able
to finish tasks on time using my knowledge in digital arts. Able to work
independently, but also a team player in groups. Dependable; can be
trusted to accomplish assigned projects. Works efficiently on creative
outputs.

EDUCATION
Our Lady of Fatima University

Year 2017-2020

- Esperanza Street, Hilltop Subdivision, Lagro, Quezon City


- Junior High School Best production design: 2020
- Junior High School Visual Artist of the year: 2020
- Junior High School 1st place/Poster Making: 2019
- Junior High School Finalist/Sigabo competition: 2018
- Junior High School 2nd honor Academic: 2017-2020

45
- Junior High School With honors: 2017-2018

CIIT College of Arts and Technology

Year 2020-2021

- 62 Sgt. Esguerra St. cor. Mother Ignacia Brgy. South Triangle


Quezon City
- Senior High School Education - Media and Visual Arts Strand
- Senior High School Grade 12: Panelist Club

RESEARCH EXPERIENCE

Research Project, CIIT Senior Highschool Inc.

Practical Research 2 (2021)

- Title: Advantages of Digital Art during the Covid-19 Pandemic, Appraisal


among Grade 12 CIITeens: A Digital Magazine

Research Project, CIIT Senior Highschool Inc.

Practical Research 1 (2020)

- Title: The Effects of Online Shooting Games on the Study Habits of Senior
High School Students

Thesis Primer, CIIT Senior Highschool Inc.

- Title: Pagpapatuloy ng Mga “Art for a Cause” sa Kasagsagan ng COVID-19


Para sa Mga Estudyanteng Ika-11 at Ika-12 Baitang sa Kursong Sining at
Disenyo sa Paaralang CIIT

46
Research Project, Our Lady of Fatima University

English (2021)

- Title: Students' Addiction Towards Korean Pop and their Academic


Performances

SKILLS AND ABILITIES

Freehand illustration: character design

Digital illustration: character design, backgrounds

Charcoal illustration: Commission (2019)

Acting: Teatro Joven (2017-2018)

Mural painting: School annual competition (2017, 1018, 2019, 2020)

Voice over: as headnars (e-boy) (2018)

SOFTWARES USED

Adobe Photoshop: Very proficient

Blender: Proficient

Autodesk Sketchbook: Very proficient

Filmora: Proficient

Clip Studio Paint: Proficient

47
Krita: Proficient

Medibang: Very proficient

Microsoft Excel: Proficient

Microsoft Word: Proficient

Microsoft Powerpoint: Very proficient

CHARACTER REFERENCES:

Available upon request

48
Felia:
MARIE ROBIN LEE A. FELIA

(+63) 945 786 9584 Quezon City, Philippines


marie.felia@ciit.edu.ph

Senior Highschool Artist and Designer equipped with creativity and skills
in problem-solving. Currently taking up Arts and Design track in CIIT
Senior Highschool, Inc. Knowledgeable in creating layout design, logo
design, and basic photo and video editing. Experienced in Illustrator,
Photoshop and Indesign. Aims to apply my knowledge and skills in
designing for an organization that will positively impact people. Seeking
for an on-the-job position to acquire new experiences and to help me
grow in the creative industry.

EDUCATION

CIIT Senior Highschool, Inc. - Senior High School Student


2020 - PRESENT

● Consistently a part of the Top 10 students in class the whole school


year
● Top 1 of the class in the 1st Quarter of SY 2020-2021
● With Honors (First Semester, 2020-2021)
● With High Honors (Second Semester, 2020-2021)
● Subject Proficiency in Komunikasyon at Pananaliksik sa Wika at
Kulturang Filipino

St. Mary's College of Quezon City - Junior High School Education


2016 - 2020

● Won 3rd place in school's Photography Contest


● Silver Medal Awardee for Special Skills in Technology and Livelihood
Education and Computer
● Silver Medal Awardee for Subject Excellence in Science
● Club Achievement Awardee in Photography

Good Samaritan Christian School, Inc. - Elementary Education


2010 - 2016

● Fifth Honorable Mention (2015-2016)

49
RESEARCH EXPERIENCE

Research Project, CIIT Senior Highschool, Inc.


Practical Research 2 (2021)

● Title: Advantages of Digital Art during the Covid-19 Pandemic,


Appraisal among Grade 12 CIITeens: A Digital Magazine

Research Project, CIIT Senior Highschool, Inc.


Practical Research 1 (2020)

● Title: The Devaluation of Art courses in the Philippines and other


factors that affect Grade 11 non-art students in choosing their strand

Thesis Primer, CIIT Senior Highschool, Inc.


Komunikasyon at Pananaliksik sa Wika at Kulturang Filipino (2020)

● Title: Isang Pananaliksik ukol sa digital art na makikita sa Facebook


page ng Anakbayan patungkol sa Estadong Politikal at ang
impluwensiya nito sa mga mag-aaral ng ika-11 at 12 baitang ng Arts
and Design strand ng CIIT Philippines, Senior High School
Panuruang Taon 2020-2021

Investigatory Project, St. Mary’s College Quezon City

Science and Technology 10 (2020)

● Title: Organic Paper Soap: Invention

Research Project, St. Mary’s College Quezon City


Araling Panlipunan, Filipino, and Mathematics (2020)

● Title: Isang Pananaliksik Ukol sa Bilang ng Strand sa Senior High


School bilang Salik sa Pag-enrol ng mga Mag-aaral ng Baitang 10
sa St. Mary’s College Quezon City Panuruang taon 2019-2020

Research Project, St. Mary’s College Quezon City


Technology and Livelihood Education and Computer (2019)

● Title: Action Research: EASYPRINT

50
TRAINING/SEMINARS/WORKSHOPS
AGWIKASAN: A Webinar: English for Academic and Professional
Purposes
CIIT Senior Highschool, INC., October 2021

● A webinar regarding queer language.

RUN RABBIT, RUN!


CIIT Senior Highschool, INC., April 2021

● A Career Guidance workshop.

Design, Creativity & identity


CIIT Senior Highschool, INC., November 2020

● A webinar to help students and designers in their creative journey.

ADDITIONAL INFORMATION

Software Skills
● Adobe Photoshop
● Adobe Illustrator
● Adobe InDesign
● Canva
● Microsoft Office
Language Skills
● English
● Filipino: Native Language

CHARACTER REFERENCE
Available upon request.

51
Gapuz:

Gapuz, Ian Dominic B.


Illustrator
Marikina City, Philippines
ian.gapuz@ciit.edu.ph

Personal Profile
Nationality: Filipino
Language: Tagalog, English
Date of Birth: October 20, 2003
Address: 45 Kamagong St. Greenland Phase 2 Nangka, Marikina City

About me
Currently completing SHS within the Media and Visual Arts Strand. I am
Skilled and knowledgeable in creating Illustrations and character designs
at a high quality through softwares like Medibang, Krita, Photoshop, Clip
Paint Studio, and ect. I have engaged in communities online and have
shared my works in various media regarding my interests. I occasionally do
video editing with softwares such as Premiere Pro and Sony vegas.

Previous Education
College of Arts and Technologies
2020-2022
- Grade 11 and 12 -155-A Mother Ignacia Ave, Diliman, Quezon City, 1103
Metro Manila
- Lapiz Club 2020-2021
- Top 10 3rd Quarter 2020-2021
- Maintained high grades in SHS 2020-2021

OLOPSC

52
2012-2020
- Grade 3 to 12 - Gen. Ordonez Ave, Marikina, 1800 Metro Manila
- Participated in KLIK program for basic drawing techniques
- Part of Visual Arts Club from 2018-2020

San Lorenzo Ruiz


2010-2012
- Grade 1 to 2 - Buen-Mar Ave, Nangka, Marikina 1800 Metro Manila

Research Experience
College of Arts and Technologies
- Advantages of Digital Art during the COVID-19, Appraisal among
Grade 12 CIITeens: A Digital Magazine
- The Cinematography of US indie films in Comparison to Box Office
Films from 2000-2019

Skills Summary

Technical Skills
Clip Paint Studio 🔵🔵🔵🔵
Photoshop 🔵🔵🔵
Premiere Pro 🔵🔵🔵🔵
Krita 🔵🔵🔵🔵
Medibang 🔵🔵🔵🔵
Canva 🔵🔵
Soft Skills
Communication 🔵🔵🔵
Creativity 🔵🔵🔵🔵
Teamwork 🔵🔵
53
Adaptability 🔵🔵
Oral skills 🔵🔵🔵
Work Ethic 🔵🔵🔵
Character Reference (Available upon request)

54
Ornedo:
Andrea Marie M. Ornedo
BRGY. Concepcion Dos, Marikina City
andrea.ornedo@ciit.edu.ph
+63 915-755-7554 (Cell)

EDUCATION
CIIT Senior High School, Inc. (2020 - Present)
Senior High School Education - Media and Visual Arts Strand
62 Sgt. Esguerra St. cor. Mother Ignacia Brgy. South Triangle Quezon
City

St. Mary’s College Quezon City (2016 - 2020)


Junior High School Education (Grades 7 - 10)
37 Mother Ignacia Avenue, Diliman, Quezon City, 1103 Metro Manila

St. Mary’s College Quezon City (2010 - 2015)


Elementary Education (Grades 1 - 6)
37 Mother Ignacia Avenue, Diliman, Quezon City, 1103 Metro Manila

St. Mary’s College Quezon City (2008 - 2009)


Pre-school Education (Junior kinder and senior kinder)
37 Mother Ignacia Avenue, Diliman, Quezon City, 1103 Metro Manila

Cradle of Joy (2007)


Pre-school Education (Nursery)
#14 11th Jamboree Street, Kamuning Rd, Quezon City, 1103 Metro Manila

RESEARCH EXPERIENCE

Research Project, CIIT Senior High School Inc.


Practical Research 2 (2021)
- Title: Advantages of Digital Art during the Covid-19 Pandemic,
Appraisal among Grade 12 CIITeens: A Digital Magazine

55
Research Project, CIIT Senior High School Inc.
Practical Research 1 (2020)
- Title: Identifying the Cause-and-Effect Relationship of Plagiarism
to Senior High School and College Digital Artists

Thesis Primer, CIIT Senior High School Inc.


Komunikasyon at Pananaliksik sa Wika at Kulturang Filipino (2020)
- Title: Isang Pananaliksik ukol sa digital art na makikita sa
Facebook page ng Anakbayan patungkol sa Estadong Politikal
at ang impluwensiya nito sa mga mag-aaral ng ika-11 at 12
baitang ng Arts and Design strand ng CIIT Philippines, Senior
High School Panuruang Taon 2020-2021

Investigatory Project, St. Mary’s College Quezon City


Science and Technology 10 (2019)
- Title: A Comparative Study on Coffee and Tea as an Ingredient in
Making Natural Ball Pen Ink

Research Project, St. Mary’s College Quezon City


Aralin Panlipunan, Filipino, Mathematics (2019)
- Title: Kaugnayan ng Mobile Games sa pagiging gutoy ng mga
Estudyante

Investigatory Project, St. Mary’s College Quezon City


Science and Technology 9 (2018)
- Title: A comparative study on onion skins, orange peelings, and
used tea bags as an ingredient for making natural paint

Investigatory Project, St. Mary’s College Quezon City


Science and Technology 8 (2017)
- Title: The EA Grabcoat

Investigatory Project, St. Mary’s College Quezon City


Science and Technology 6 (2015)
- Title: Malunggay Flavored Polvoron

56

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