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Effects-Of-Online-Games Final
Effects-Of-Online-Games Final
Effects-Of-Online-Games Final
SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023
Practical Research I
RESEARCHERS
CARLOS, ALEXA
DERONA, RICKY
SABASCAR, JOEL
SENIOR HIGH SCHOOL DEPARTMENT
SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023
GONZALVO, MIKKO
APPROVAL PAGE
(CALAMBA) INC.
CARLOS, ALEXA
DERONA, RICKY
SABASCAR, JOEL
GONZALVO, MIKKO
In partial fulfillment of the requirements for Senior High School completion – General
Academic
Language Editor
SENIOR HIGH SCHOOL DEPARTMENT
SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023
Research Adviser
PANEL OF EXAMINERS
Approved and Accepted in partial fulfillment of the requirements for Senior High School
Jun De Castro
Strand Chairman
Principal
SENIOR HIGH SCHOOL DEPARTMENT
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INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023
ACKNOWLEDGMENT
The researchers would like to extend their warmest and heartfelt gratitude and
appreciation to the following individuals who helped them make their study successful.
Above all, to the Almighty God, for the guidance and blessings He had constantly
researchers understand the study, and for guiding them to complete the study;
To the language editor, Sir Angelo Penaredonda, for helping them in proofreading and
editing
To the Senior High School Principal, DENNIS L. JANDA, MPA, MBA, for his approval
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To the Grade 12 GAS Students of Saint Benilde International School, for their
cooperation and for trusting the researchers to give their data needed by the researchers;
and
To the researchers’ relatives and friends, for constantly giving motivation, support, and
SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023
ABSTRACT
This research study aims to know what are the possible impacts of playing online games
Saint Benilde International School. This research study used a descriptive research design.
It used questionnaires as data gathering tool to determine the Effects of playing online
games the selected students. Based on the findings, playing online games has a bad effect
on some of the selected grade 12 students of General Academic Strand in Saint Benilde
International School. The researchers conclude that playing online games can affect of
some students that can lead to having an Addiction. The researchers recommend that the
school should conduct seminar with regards to the bad effect of online games to the
students
SENIOR HIGH SCHOOL DEPARTMENT
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TABLE OF CONTENTS
Title Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 1
Approval Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 2
Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 3
Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 4
List of Appendices
Chapter 1
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 7
Theoretical Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 8
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Definition of Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 11
Chapter 2
Synthesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 14- 15
Chapter 3
Research Methodology
Research Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 15
Respondents of the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 16
Research Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 16
Statistical Treatment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 17
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Chapter 4
Findings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 17-25
Chapter 5
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..26
Findings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..26-27
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..28
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CHAPTER 1
Introduction
In today's world, the internet plays an important role in providing a wide range of services.
information that enables people to improve their standard of living The Internet is quickly
becoming one of the most important communication tools, and it can be an effective way
to keep up with the fastest growing technology. People nowadays, regardless of age or
gender, are very interested in the internet because it is very entertaining, and thus, online
For many people, online games have become one of the best pastimes. Many online
games, such as Defense of the Ancient (DOTA), Mobile Legend, and now League of
Legends, have been developed and played by many people over the years, particularly
teenagers, young adults, and students. Some people play online games to spend time or
relax. Students play online games to relieve stress caused by school activities when
active and think of a strategy to complete a certain task within the game. However, online
games can be addictive, which can lead to problems such as the brain would be unable to
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With this, the researchers aim to know what are the possible effects of playing online
games and if there is a significant relationship between online games and the health of
selected students who is playing online games. To identify and recommend a solution for
the problem encountered between students and the bad influence of online games.
The advancement of gaming technology has been astounding, which explains why so
many people enjoy online gaming. An online game is a video game that can be accessed
via the internet. It has a variety of genres, ranging from casual to multiplayer.
that can help the students to be creative and to have strategic thinking. According to the
research in Australia by PETER DOCKRILL, despite old stereotypes about video games
rotting your brain, a new study provides the most recent evidence to the contrary, with
data showing that daily gaming is associated with improved academic performance, more
than 12,000 high school students found that, when it came to internet usage, students who
regularly played online video games scored higher in math, reading, and science tests than
their peers who didn't. Online gaming can have a significant impact on students' creativity
and social skills. It demonstrates that online gaming can be beneficial to students.
Excessive online gaming, on the other hand, may be a distraction. Because of the constant
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modernization of gadgets, people in today's generation have easy access to online games
There are many internet cafes and personal gadgets that can be used at any time. Online
gaming is one of the most addictive hobbies that can have an impact on an individual's
performance, particularly that of a student. Some students play online games for fun and
to escape from schoolwork, but others play incessantly to the point where it interferes with
their daily lives. Students frequently spend their free time playing online games instead of
eating or doing their assigned schoolwork. It also contributes to student laziness. Some
students play online games because they can easily earn money. As a result, the population
Theoretical Framework
computer games. Rather than engaging in the real world, an addicted user devotes the
majority of his or her time to gaming (Conrad, 2011). The issue of game addiction is
getting spread widely and uncontrollably. Gaming addiction became a mysterious problem
that is still difficult to treat, more terrifying than alcohol or drug addiction. Whereas Dr.
Shumaila Yousafzai (2009) from Cardiff Business School said popular online video games
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Conceptual Framework
The conceptual framework of this study is using the input-process-output. The input frame
displays the profile of the respondents and the statement of the problem. The process
frame refers to steps that the researcher will take regarding data retrieval covering the
survey and documentation of the results gathered. The output frame covers the implication
of data gathered and the effects of online gaming on the selected students of saint benilde
international school
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● Conclusions and
recommendation
This research was conducted to know the possible effect of playing online games of the
1.1 gender?
3. How does playing online games affect the health of the students?
SAINT BeNILDE
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The purpose of this study is to know the possible effect of playing online games on
the selected grade 12 students in General Academic strand at Saint Benilde International
Students – the result of this study will provide knowledge to the students regarding how
the excessive playing of online games can affect their studies and how to prevent and
avoid it.
Parents or Guardians – it will help the parents to be aware on what are the possible
Future Researchers – this study may serve as a guide or reference for further research
about the possible effect of playing online games on the academic performance of the
students
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This study focuses on the effect of online gaming on the academic performance of
students. The researchers have limited the respondents only to grade 12 students from
Saint Benilde International School. Only 50 students were used as a sample in conducting
the survey. This research is limited only to the grade 12 GAS students who play online
games.
Definition of Terms
Health – It refers to the condition of health of a person whether it’s in a good or bad
situation.
Online games - It refers to a video game that can be played through the use of the
internet.
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CHAPTER 2
Related Studies
According to (Granic & Lobel, 2013) - On Game-based learning has been shown to
navigation, and memory retention. The incorporation of digital games into the educational
environment has yielded positive results in terms of improving the learning process
(Trybus, 2014). Playing online games can help students improve their reading
comprehension. They discovered through formative testing that online games can help a
interactive way to learn English or any other language. (Bachhuber and Saulnier 2012).
In the article “Effect of Online Game Addiction on the Students” Games addiction shows
the bad effect among people nowadays. Addiction to the internet shares some of the
negative aspects of substance addiction (Vhieve Brinas., 2017). In one of the articles of
Phil star which is “Battle on Vs Kids’ online games addiction”, Samuel Pagdilao stressed
the need for measures to protect children from being hooked on online computer games.
He said many children spend hours in a computer shop playing online games.
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In the article “Does My Child Have a Video Game Addiction?”, Sara Bean, M. Ed. Video
Games can also help to build resilience and strengthen children's problem-solving skills
the fact that online games are still held in low regard by a majority of public critics, a
growing amount of research indicates that games have promising potential as learning
tools (Gee, 2003; Squire, 2003; Shaffer, Squire, & Gee, 2005) The needs and demands of
Net Generation students are changing rapidly. Today, students not only expect traditional
e-learning with accessibility and availability, but also demand multiple forms of
interaction and individualization in distance education programs (Chang & Lee, 2010)
Related Literature
According to the article “The gamification of education why playing is the future of
benefit students more than traditional methods of education. Gamification refers to the use
Online games have an impact on and replace life activities such as social life, family
events, and normal daily functioning. (Van Roiij et al., 2011). Iowa State University
(2011) stated that online games have become extremely popular among the young
generation, resulting in the spread of online game addiction on a global scale. According
to Wang et al. (2011), Online gaming is a form of entertainment that generates activity and
is played through some type of connection or computer networks. Demir and Kutlu (2018)
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concluded that internet addiction was a generic addiction that included other internet
dependencies, including various types of online gaming addiction Students who played
excessively and were addicted had more problems with their study habits than children
SYNTHESIS
According to Bachhuber and Saulnier (2012), Granic and Lobel (2013), Micheal Logarta
(2014), Mozelious et al. (2016), Wang et al. (2011), and Sara Bean, (Gee, 2003; Squire,
2003; Shaffer, Squire, & Gee, 2005), (Chang & Lee, 2010) Students who participate in
online gaming can benefit from it. However, in the way that it is used, students can
improve various cognition abilities such as perception, reasoning, critical thinking, spatial
According to Van et al. (2011) and Vhieve Brinas. (2017), Nowadays, gaming addiction
has a negative impact on people. Addiction to the internet shares some of the negative
characteristics of substance addiction and has been linked to consequences such as school
failure, family and relationship problems. Addiction can also affect health’s of the
SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023
CHAPTER 3
RESEARCH METHODOLOGY
Research Design
Questionnaires were used as data gathering tool to determine the effects of playing online
educational institution in Calamba City that caters from pre-elementary to college. This
school offers two tracks which are Academic and Technical Vocation Tracks. Under the
Humanities and Social Science (HUMMS) while Shielded Metal and Electrical
The respondents of this study will be the Selected grade 12 students of General Academic
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Research Instruments
The researchers will use survey questionnaires as the principal tool in gathering and
collecting data. The drafts of the questionnaire were drawn out based on the researcher’s
The researchers will ask help from the advisers of the General Academic Strand (GAS) to
help them gather the respondents' answers in the survey questionnaires. The researchers
will provide the survey questionnaire through a google form, and they will automatically
process the answers of the respondents. Once the data needed are gathered, the researcher
will compile it. After gathering and compiling the data, the researchers will do the tallying
the scores and apply the statistical treatment to be used in this study.
observations for each data point or grouping of data points. It's a great way to express the
relative frequency of survey responses and other data. To create a percentage frequency
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distribution, first determine the total number of observations to be presented; then count
the total number of observations within each data point or grouping of data points; and
finally divide the total number of observations by the number of observations within each
data point or grouping of data points. The total of all percentages corresponding to each
data point. The frequency of each response will be determined by the number of people
who complete the questionnaire. The percentage formula will be used to determine the
P = F x 100 P = Percentage
N F = Frequency
2. The mean and five-point Likert scale were used to assess perception of Grade 12 GAS
Scale Description
5 Strongly Agree
4 Agree
3 Neutral
2 Strong Disagree
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1 Disagree
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CHAPTER 4
This chapter covered the presentation, analysis, and interpretation of the data gathered
to draw important information and significant points about the Effects of Online Games
International School. For clarity and consistency in the discussion, the data presented
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18%
SOP#2
(1) on
assignment
the
upcoming
exam and
quizzes
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on class (60%)
What are the effects of It presents the effect of The majority of the
a verbal interpretation of
verbal interpretation of
class
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of Neutral.
SOP#3
(1) on
skills (20%)
(20%) Agree
aggression, (60%)
bullying, and
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fighting
How does playing online It presents the effect of The majority of the
games affect the health of spending hours on online respondents is 2.8 with a
interpretation of Agree.
interpretation of Strongly
verbal interpretation of
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verbal interpretation of
Agree.
SOP#4
(1) on
as a hobby
because of
friends
by a family (58%)
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member
3. What urged the students It presents the effect of The majority of the
interpretation of Strongly
a verbal interpretation of
verbal interpretation of
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verbal interpretation of
Agree.
playing online games and This was followed and got a significant relation
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students.
CHAPTER 5
This chapter presented the summary, findings, conclusions, and recommendations. The
This study determined if online gaming affects the mental health of selected students of
1.1 gender;
3. How does playing online games affect the academic performance of the students?
5. Is there a significant relationship between playing online games and the academic
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The study utilized the given hypothesis in its null form. There was a significant
relationship between online gaming and the health of students. The study used a
STRAND (GAS). Questionnaires were used to gather the necessary data and were
personally administered by the researchers. The answer was tallied, tabulated, and
Findings based on the results gathered, the following findings are hereby presented:
Demographic Profile
1. 1.1 The majority of the respondents were Male with a frequency of fifty-two (26)
and a percentage of 52%. On the other hand, Females comprised fifty (24)
2. 1.2 Most of the respondents were playing Mobile Legends (ML) with 78% or with a
Duty (COD), 14% or 7 respondents ,while we're playing Clash of clans and the 14%
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3. Effect of spending hours playing online games The result revealed that the general
assessment of the effect of spending hours playing online games of gr. 12 GAS
students is 2.8 with a verbal interpretation of Neutral so it means that the some of
the respondents are letting their hobby affect their obligations as a student and some
4. Effect of playing online games The result revealed that the general assessment of the
5. What urges the students to play online games? The result revealed that the students
are playing online games as if it is their hobby or their pastime, and most of them are
being influenced by their friends. 88% Agree addicting to online games can affect
Conclusion
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1. The result of this study reveals that playing online games having a bad health effects
3. The students are getting lower grades, out of focus in studying, because of skipping a
4. All these have bad impacts that can lead some students to fail their studies
Recommendation
Based on the different Effects of online gaming on effects the mental health of
students of grade 12 (GAS) students, here are the recommendations to avoid the bad
1. The institution should plan a seminar with regards to the bad effect of online games
on the health of selected students to enlighten their mind and correct the bad habits
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2. The teachers and students should attend a forum regarding this study to improve
knowledge about online games and for them to be familiar with the different impacts
3. Never forget the traditional way of life even the world is surrounded by technology,
and never forget to look forward, take a step and spend time pursuing a dream not
SAINT BeNILDE
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ABSTRACT
This research study aims to know what are the possible Effects of playing online games to
the mental health of grade 12 students in Saint Benilde International School. This research
study used a descriptive research design. It used questionnaires as data gathering tool to
determine the impacts of playing online games on the academic performance of students.
Based on the findings, playing online games has a bad effect on the mental health of the
students in Saint Benilde International School. The researchers conclude that playing
online games can affect the academic performance of some students that can lead to
having a lower grade. The researchers recommend that the school should conduct seminar
with regards to the bad effect of online games on the academic performance of the student.
SENIOR HIGH SCHOOL DEPARTMENT
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REFERENCES
(DOC) GAMING ADDICTION RESEARCH PAPER - Academia.edu
Child Addiction to Video Games - Empowering Parents
online video games addiction and its effect towards the students
https://www.google.com/amp/s/onlinegameaddiction.wordpress.com/2016/04/03/
review-of- related-literature-2/amp/
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.researchgate.net/publica
tion/335062850_The_Effect_of_Online_Game_Addiction_on_Children_and_Adoles
cents_Nazlim&ved=2ahUKEwiG69m9nZ_uAhWMLqYKHX_pC4MQFjAAeg
QIARAB&usg=AOvVaw0u Coq90n13GYvN65_UtblA
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.philstar.com/headlines/
2011/06/23/698638/battle-vs-kids-online-game-addiction/amp/&ved=2ahUKEw
jn2v-
Tnp_uAhXXyYsBHQ5SBGQQFjAAegQIAxAC&usg=AOvVaw2C0t0hKsMF0
mu0nFB8ujzR& ampcf=1
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.researchgate.net/publica
tion/254803141_Online_Video_Game_Addiction_Exploring_a_New_Phenomenon&
amp;ved=2ahUKEwjXwIWgn5_uAhXPG6YKHdjyDrcQFjAAegQIARAB&us
g=AOvVaw0_yQeKO1Jq4FlyhL nrT-fB
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.diva-portal.org/smash/
get/diva2:602320/FULLTEXT01.pdf&ved=2ahUKEwjA0L3-
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n5_uAhVryIsBHck2DRMQFjAAegQILRAB&usg=AOvVaw3nONmeI-
UwBOoNVaxMf79U
OBJECTIVES
PERSONAL DATA
Age:19
Date of Birth: June 12 2004
Place of Birth: Hospital ng maynila
Civil Status : Single
Height :5’7
Weight : 90
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog and English
Can speak: Tagalog and English
EDUCATIONAL ATTAINMENT
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OBJECTIVES
PERSONAL DATA
Age:18
Date of Birth: August 8 2004
Place of Birth: Calamba Laguna
Civil Status : Single
Height : 5'5
Weight : 42
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog and English
Can speak: Tagalog and English
EDUCATIONAL ATTAINMENT
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OBJECTIVES
To learn and implement new skills for the betterment of my
personal's capability and to bring my strong sense of dedication, motivation, and
responsibilities.
PERSONAL DATA
Age:17
Date of Birth: July 6 2005
Place of Birth: Odiongan, Romblon
Civil Status : Single
Height : 5’6
Weight : 85
Religion : Catholic
Language/Dialect Tagalog
Can speak and write: Tagalog and English
Can speak: Tagalog and English
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EDUCATIONAL ATTAINMENT
OBJECTIVES
To get an opportunity where I can make the best of my potential and contribute to
the organization's growth
PERSONAL DATA
Age:18
Date of Birth: January 25, 2005
Place of Birth: Biñan, Laguna
Civil Status : Single
Height :5’8
Weight : 60
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog
Can speak: Tagalog
EDUCATIONAL ATTAINMENT
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OBJECTIVES
PERSONAL DATA
Age:19
Date of Birth: March 9 2004
Place of Birth: None
Civil Status : Single
Height : 5’8
Weight : 60
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog
Can speak: Tagalog
EDUCATIONAL ATTAINMENT
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