Sunteți pe pagina 1din 50

Emilio Aguinaldo College -Manila

1113-1117 San Marcelino St.

Ermita, Manila

The Effect of Number of Hours spent in playing Mobile Games to the Academic

Performance of Senior High School Students in a private school along U.N Avenue

Shaira Mae Rose P. Aguinaldo

Monique R. Chua

Jeserene T. Garcia

Kyla Mariz C. Gloria

12 HUMSS 1

School Year 2019-202

Senior High School Department


2
EMILIO AGUINALDO COLLEGE - MANILA

APPROVAL SHEET

In partial fulfillment of the requirements for Research in Daily Life 2, this research study

title The Effect of Number of Hours spent in playing Mobile Games to the Academic

Performance of Senior High School Students in a private school along U.N Avenue prepared

and submitted by Shaira Mae Rose P. Aguinaldo, Monique R. Chua, Jeserene T. Garcia and Kyla

Mariz C. Gloria from 12 HUMSS 1 is hereby approved and accepted.

MR. MARTIN JOHN S. PUNZAL

Instructor – Research in Daily Life 2

Senior High School Department


3
EMILIO AGUINALDO COLLEGE - MANILA

CERTIFICATE OF ORIGINALITY

We hereby declare that the research study titled The Effect of Number of Hours spent in

playing Mobile Games to the Academic Performance of Senior High School Students in a

private school along U.N Avenue is our own work and that to the best of our knowledge and

belief, does not contain materials previously published or written by another person nor material

to which a substantial extent has been accepted for award of any degree, accept where due

acknowledgment is made in the text.

We also that the intellectual content of this thesis is the product of our work, even though

we may have received some assistance from others on style, presentation and language of

expression.

SHAIRA MAE ROSE P. AGUINALDO

MONIQUE R. CHUA

JESERENE T. GARCIA

KYLA MARIZ C. GLORIA

Researchers

Senior High School Department


4
EMILIO AGUINALDO COLLEGE - MANILA

Table of Contents

Approval Sheet…………………………………………………………………………………..2

Certificate of Originality………………………………………………………………….…….3

Table of Contents ………………………………………………………………………………4

List of Tables and Figures ………………………………………………………………….......5

Abstract ………………………………………………………………………………………….6

I. Introduction

A. Background of the Study……………………………………………………..…………….7

B. Statement of the Problem…………………………………………………………………...8

C. Scope and Delimitation of the Study……………………………………………………….9

D. Significance of the Study……………………………………………………………...……9

E. Review of Related Literature and Related Studies……………………………………….....10

F. Conceptual Framework…………………………………………………………………......14

G. Hypothesis of the Study…………………………………………...………………...….......14

H. Definition of Terms…………………………………………………………….………..…15

II. Methodology

A. Research Design…………………………………………………………………….....…17

B. Sample and Sampling Techniques…………………………………………………..……17

C. Instrumentation………………………………………………………………….…….…18

D. Statistical Treatment of Data……………………………………………………………..18

E. Data Gathering Procedure………………………………………………………………..19

Senior High School Department


5
EMILIO AGUINALDO COLLEGE - MANILA
III. Results………………………………………………………………………………….……21

IV. Discussions

A. Summary of Findings…………………………………………………………….………26

B. Conclusions………………………………………………………………………………27

C. Recommendations……………………………………………………….……………….28

List of References……………………………………………………………………………….30

Appendices………………………………………………………………………………………33

List of Tables and Figures

Figure 1: Conceptual Framework of the Study ……………………………………..………14

Table 4.1: Frequency Count of the Demographic Profile……………………………………….22

Table 4.2: The average of hours spent in Playing Mobile Games………………………………23

Table 4.3: The mean of academic performance of the students in the first quarter……………..24

Table 4.4: The effect of No. of Hours spent in Playing Mobile Games to the Academic

Performance……………………………………………………………………………………...25

Senior High School Department


6
EMILIO AGUINALDO COLLEGE - MANILA
Abstract

This study titled “The Effect of Hours spent in playing Mobile Games to the Academic

Performance of Senior High School students in a private school along U.N Avenue” aims to

determine the answers for the following research questions:

a) How long do the respondents spend time in playing mobile games?

b) What is the academic performance of the respondents in the first quarter?

c) Is there a direct effect of number of hours spent in playing mobile games to the academic

performance of the respondents?

This study is Quantitative Research Study with research design of Causal Comparative so that

the researchers are able to determine the causality between the two variables using the Analysis

of Variance, and data that gathered from 331 sample size. The researchers also adapted a

questionnaire titled “Gaming and GWA Survey” by Jancee Wright.

This study also concluded that the null hypothesis is rejected. Therefore, there is a significant or

direct effect of number of hours spent in playing mobile games to the academic performance of

the respondents.

Senior High School Department


7
EMILIO AGUINALDO COLLEGE - MANILA
Introduction

This part of the paper presents the introduction which the conclusion of the background of the

study, statement of the problem, scope and delimitation, the significance of the study, review of

related literature and related studies, hypothesis of the study, conceptual framework, and definition

of terms.

1.1.Background of the Study

21st century students are the learners that live with the use of technology. In 2017, there are

29.9 gamers in the Philippines becoming the 29th country with largest revenues. Almost more than

60% of the 29.9 million is the students that are currently in High School level. Technology, internet

to be distinct is very useful tool for everyone, notably students, it helps them gather data which

support them throughout their studies. (Ramos, 2016). Mobile game is a game played on a feature

phone, smartphone/tablet, smart watch, portable media player or graphing calculator. The

researchers sees that playing mobile games are prevalent in today’s youth, they spend most of their

time playing it. About half of all adolescents are gaming for two or more hours per day, spending

more time at home and less time out on socializing. There are well-documented risks to social

development, physiology, sleep, mental health and school performance. The lack of social skills

where an adolescent doesn’t have the proper manner in socializing with others and the different

possible health problems such as: worsening of blurred eye sight and improper way of gaining

weight, there are just few examples of the bad effects of online gaming. When an adolescent begins

to focus on the game, it would have a big impact on their social activities, especially when our

subject are grade 11 students. Kuss and Griffiths (2012) stated that internet addiction has been

considered as a serious threat to mental health and the excessive use of the internet has been linked

Senior High School Department


8
EMILIO AGUINALDO COLLEGE - MANILA
to a variety of negative psychosocial consequences, regarding the neuroimaging studies which

shows the similarities between different types of addictions, specifically issues with the online

gaming of the young people. Too much is bad, but it can also help students enhancing their

academic skills. Playing online games isn’t that bad for the young people, in fact it can help

adolescent to increase their academic performance in some ways. In Dr. Alberto Posso’s (2016)

article, teenagers who regularly play online games seems to improve their school results. Solving

puzzles and moving onto the next level of the game involves using some of the general knowledge

and skills in math, reading, and science which the professors, teachers rather, taught during days.

This study aims to determine the effects of playing mobile games to the academic performance

of senior high school students. The researchers came up to this study to address and solve the

current problems in regards to this topic. The number one issue this study wants to address is the

increasing number of computer and gadgets addiction of youth and its effect to the student's mental

and physical health, and to one's academic performance. (Robinson, 2016) This study is worth it

to be studied because it can inform students itself how they can managed properly their use of

mobile phone to play mobile games.

1.2.Statement of the Problem

This study seeks to determine causality between no. of hours spent in playing mobile and the

academic performance of senior high school students along U.N Avenue. Specifically, this paper

aims to answer the following research questions:

1. What is the demographic profile of the respondents in terms of :

A. Age,

Senior High School Department


9
EMILIO AGUINALDO COLLEGE - MANILA
B. Gender; and

C. Strand?

2. How long do the respondents spend time in playing mobile games?

3. What is the academic performance of the respondents in first quarter?

4. Is there a direct effect of number of hours spent in playing mobile games to the

academic performance of the respondents?

1.3.Scope and Delimitation

This study mainly focuses on the causality of hours spend in playing mobile games to the

academic performance of the respondents. Data will be gathered from the adapted questionnaire

to the senior high school students. The location wherein the data gathering will take place at Emilio

Aguinaldo College-Manila. The researchers will be needing 1-2 months in order to have enough

time to gather accurate data.

1.4. Significance of the Study

The findings of this research will prove useful to the following entities:

Students. The analysis of the topic will help the students have an insight on how the numbers of

hours they are playing mobile games can affect their academic performance.

Parents. The study will serve as a basis to help them understand the behavior and study habit of

their children when engaged in such activity.

Senior High School Department


10
EMILIO AGUINALDO COLLEGE - MANILA
Teachers. Through this study, teachers will be able to provide additional knowledge on what

strategy to use to educate students about the well known effect of mobile gaming to student’s

academic performance.

1.5.Review of Related Literature and Related Studies

1.5.1. Local Literature

According to Vinluan (2016) modern technologies nowadays are inevitable. Many studies

have been conducted to analyze what is the effect of online gaming. This article listed all the

researches about positive and negative effects of online gaming to one's academic performance.

One of the studies she cited is from Argosy University's Minnesota School in Professional

Psychology which says that videogames addicts argue a lot with their teachers and friends, and

also score lower grades than others who play video game less often. Opposing the common

negative perceptions in online games and videogames, she also cited an article about the positive

effects of such activities to one's academic performance. According to this article posted in

PhilCare in 2014, videogames, particularly shooter games have tendency to improve the player's

cognitive skills of their test subjects, especially in the areas of spatial navigation, reasoning,

memory, and perception. At the end of the article she concluded that technology aims to be helpful,

it is really up to the users how to properly use it. This article is related to our study because it

tackles about computer games and academic performance which is similarly related to our study

being conducted.

Emano (2019) discussed about what can be the possible effects of one of the most known

online game, Mobile Legends. According to him, Mobile Legends: Bang Bang is a multiplayer

Senior High School Department


11
EMILIO AGUINALDO COLLEGE - MANILA
online battle arena mobile game developed by Shanghai Moontoon Technology. In addition, the

author said that playing mobile legends can positively and negatively affects the player. It

positively affects in terms of educating and improving the brain functioning of the player. It

negatively affects in terms of being a distraction, lessening one's social interaction, sleep problems,

and loss of productivity. Since this article listed all the possible effects of online game specifically

Mobile Legends: Bang Bang, it is relevant to our study because it discuss the most popular mobile

game that is played by many teenagers nowadays. (www.pinoygaming.net) there are three main

reasons why youth is hooked to online games, companionship, boredom, and refuge. The first two

is playing a small role but it could still count. According to this article refuge is the main reason,

the author pointed out that without being biased he considered that the youth of today's generation

is weaker than the earlier generation. They tend to become stumble even on the lightest problem

and because of that they found their 'point of refuge' which is online games.

1.5.2. Foreign Literature

It stated that mobile phones have become an important part of the daily lives of individuals

resulting to the effect to one’s beliefs, attitudes, behaviors, and behavioral outcomes of individuals.

(Dayapoglu, 2016). In the Effect Of Video And Mobile Games On Children's Behavior, it is stated

that children who play more videos than suggested is most likely having an anxiety,

communication problem, psychosocial motor skills and other social or mental problems.

According to Casey et al. (2012) Surfing the internet for fun, doing projects for school and emailing

are associated with higher reading and math test scores, while those who are permitted to use the

computer unsupervised tend to have higher math test scores. Through regression analysis we find

Senior High School Department


12
EMILIO AGUINALDO COLLEGE - MANILA
that using a computer is positively and significantly associated with children’s reading and

mathematics scores in standardized tests. The results indicate that some forms of early computer

use have significant associations with academic performance among children in primary school,

although we could not establish the direction of causation definitively.

1.5.3. Local Studies

In the study title Online Gaming: Impact on the Academic Performance and Social

Behaviour of the Students in Polytechnic University of the Philippines Laboratory High School

revealed that boys are more of a player compared to girls who often play games that require three

or more players like League of Legends, Clash of Clans, Crossfire and many more to mention. The

study has a strength that Playing online games do not affect their grades badly for they know how

to limit themselves. They know that they need to control themselves in order to function well in

their class that is why they only play games during vacation and weekends with a lot of time

compared when they have classes. Even though they play online games; they know how to

socialize well and they can perform very well when it comes to academic performance.

In addition to that, study titled the effects of Online Gaming on The Academic Performance

of Grade 11 Students in Southern Christian College claimed that the respondents agree that

according to them they are fine but it has a negative impact in our health specifically on our health.

The respondents agree on this portion for some of the respondents are affected of the symptoms

process between online games and academic performance.

Senior High School Department


13
EMILIO AGUINALDO COLLEGE - MANILA
1.5.4. Foreign Studies

The study titled Gaming frequency and academic performance , the most notable finding

that can help the current study is that is the fact that there is a telling relationship between

gaming and examination results, where, in most cases, frequent gamers perform less well

than non- or infrequent gamers. It can help to the study as it focuses on the connection between

GPA and video game to the students. Meanwhile, in the study interweaving mobile games with

everyday life. In, Conference on Human Factors in Computing Systems it analyses the different

ways in which they embedded play into the patterns of their daily lives, augmenting existing

practices and creating new ones, and observe the impact of varying location on both the ease and

feel of play.

One research titled Causes and Effects of Online Game Playing among Junior-Senior High

School Students in Malang East Java stated that This study reveal that students play video games

online due to peers pressure; and online video games are liked because they are considered more

modern, practical, realistic and varied. Initially, students play online video games to relieve the

fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a

condition that they find it difficult to stop playing games. It seems related to the study because it

affects the academic performance of the participants.

On the research Excessive Computer Game Playing: Evidence for Addiction and Aggression?

Told that an addictive potential of gaming should be taken into consideration regarding prevention

and intervention. Results of this study Results of this study contribute to the assumption that also

playing games without monetary reward meets criteria of addiction. Thus, affect an individual’s

academic performance.

Senior High School Department


14
EMILIO AGUINALDO COLLEGE - MANILA
That is the Review of Literature and Studies that could have impact in this study.

1.6. Conceptual Framework

What is the

demographic profile
How long do the What is the
of the responds in
respondents spend academic
terms of:
time in playing performance of the

A. age, mobile games? respondents in the

B. gender, and first quarter?

C. Strand?

Figure 1: Conceptual Framework of the Study

Figure one, tells the relationship of Research Question 2 and 3. The demographic profile

can be a factors that could affect the answers for research 2 and 3 but the research will not be

mainly focusing in that factor. However, the focus of the researchers is the research question

number 2, 3 and to see if there is a direct effect between the number of hours spent in playing

mobile games in the academic performance of the students.

1.7. Hypothesis

With the alpha level of 0.05:

Ho: There is no direct effect of number of hours spent in playing mobile games to the academic

performance of the participants

Senior High School Department


15
EMILIO AGUINALDO COLLEGE - MANILA
1.8. Definition of Terms

Academic Performance - is the extent to which a student, teacher or institution has attained

their short or long-term educational goals. Williams,E. (2018,June 29) What Is the Meaning of

Academic Performance? retrieved from https://work.chron.com/meaning-academic-

performance-17332.html

Causal Comparative - is a research design that seeks to find relationships between independent

and dependent variables after an action or event has already occurred. Maheshwari,V.K.

(2018,January 23) Causal Comparative Research retrieved from

http://www.vkmaheshwari.com/WP/?p=2491

GWA (General Weighted Average) - is a representation of the overall scholastic standing of

students used for evaluation. Ganti, A. (2019, November 7) Weighted Average retrieved from

https://www.investopedia.com/terms/w/weightedaverage.asp

Mobile Games - are games designed for mobile devices, such as smartphones, feature phones,

pocket PCs, personal digital assistants (PDA), tablet PCs and portable media players. Mäyrä,

F.(2015) Mobile Games retrieved from https://people.uta.fi/~frans.mayra/Mobile_Games.pdf

Mobile Legends - is a multiplayer online battle arena (MOBA) mobile game developed and

published by Shanghai Moonton Technology. Lopez, M. (2017, April 25) On the Know: “Mobile

Legends: Bang Bang.” retrieved from https://criticalindex.net/on-the-know-mobile-legends-

bang-bang-f1f5a9c5d5ba

Senior High School Department


16
EMILIO AGUINALDO COLLEGE - MANILA
Mobile Technology - is the technology used for cellular communication. Levine, M. (2009)

Mobile Technology for Children retrieved from https://www.sciencedirect.com/topics/computer-

science/mobile-technology

SPSS (Statistical Package for the Social Sciences) - is a software package used for the analysis

of statistical data. Moran, M. (2019) Statistics Solution retrieved from

https://www.statisticssolutions.com/spss-statistics-help/

Technology - is science or knowledge put into practical use to solve problems or invent useful

tools. Merriam Webster, Technology retrieved from https://www.merriam-

webster.com/dictionary/technology

Senior High School Department


17
EMILIO AGUINALDO COLLEGE - MANILA
Methodology

This part presents the research to be used in the processes involve in answering the statement of

the problem, the venue where the study is to be conducted, the description of who will be the

participants, the instrument crafted and to be used in the study, data gathering procedures in the

collection of raw data to be put under the statistical treatment of data.

2.1. Research Design

This study used quantitative research which is most appropriate to accumulate data with

accuracy. Through the quantitative method the researchers would gather reliable, valid, and

generalizable data from a larger population. This research uses causal-comparative for its

research design. This type of research design seeks to find causality between independent and

dependent variable after an action has already occurred. Thus, with this design the researchers

are capable of determining the causality between the numbers of hours spent in playing mobile

games to the academic performance of a student.

2.2. Sample and Sampling Techniques

The study had a population of all the senior high school students of a private school along

U.N Avenue. The said population has a total number of 2,222 students. The researchers used the

Morgan’s Table to ascertain the total number of sample size needed in the study which is 331

students. To determine the students that will be part of the study, the researchers used purposive

Senior High School Department


18
EMILIO AGUINALDO COLLEGE - MANILA
sampling technique wherein the criteria are: a. playing mobile games and b. there is no

incomplete grade for the first quarter.

2.3. Instrumentation

The Gaming and GWA Survey (Wright 2011) Questionnaire takes about 3-5 minutes to

complete. The purpose of this study is to determine the causality between the number of hours

spent in playing mobile games and academic performance of the student. This instrument is

adapted from the research study titled The Effect of Video Game Play on Academic Performance

by Jancee Wright (2011). The survey was titled “Gaming and GPA Survey” that Wright developed

for use in his study. The survey consisted of 7 items; the first part is concerned with demographic

information such as age, gender, grade level, and strand. The last three items asked is if they are

playing any kind of mobile games, their average in first quarter and the amount of time they spent

in playing mobile games in an average week The instrument was validated by evaluators who

checked face validation and content validation. Three evaluators were consulted to also check the

reliability of the instruments; therefore Inter-rater reliability was used.

2.4. Statistical Treatment of Data

There are different statistical treatment that is used in this study’s research questions. The

first question which is the basic demographic profile will have a frequency count to know the

totality of data. The second question is hours spent in playing mobile games would use mean to

determine the average amount of hours spent on the said activity. For the third question, which is

Senior High School Department


19
EMILIO AGUINALDO COLLEGE - MANILA
the academic performance of students, the researchers used mean to know the most manifests

grade in the data of students. Lastly, is about the causality of number of hours spent in playing

mobile games to the academic performance, the statistical treatment that the researchers used is

the ANOVA or Analysis of Variance wherein this test will weigh the hours spent in playing

mobile games and the student’s academic performance.

2.5. Data Collection Procedure

In order to accomplish the collection of data, the researchers firstly prepared all the

materials that was used including the given Informed Consent Form (ICF) and Questionnaire.

The questionnaire is adapted and modified for the attainment of the study’s purpose. Researchers

then searched for 331 appropriate participant that is fit to the criteria given. ICF will be given at

the same day that the survey will be answered. The participants are asked to sign the consent

form with the researcher’s proper guidance. Rejections of the primarily participants are faced by

the researchers with acceptance and proper etiquette are still observed and measured. This is for

the assurance of a productive and systemic way of collecting data with accuracy.

2.6. Data Analysis Procedure

Information were gathered through careful analysis and evaluation of data containing

materials. After the data gathering, the researchers analyzed the data that they gathered using the

SPSS. With the help of Statistical Package for the Social Sciences (SPSS) the researchers analyzed

complex statistical data more easily. This package helped the researchers first, in managing the

Senior High School Department


20
EMILIO AGUINALDO COLLEGE - MANILA
data and next is in analyzing it easily and accurately. In analyzing the data, the researchers first

checked all the responses of the participants, if there are no such errors. Secondly, is the data

coding where the researchers typed all the information from the questionnaire and manage it with

the use of SPSS. In analyzing the numerical data, the researchers use descriptive statistics. The

demographic profile including the age, gender, grade level, and strand were analyzed using

frequency. For the hours spent in playing mobile games and academic performance the researchers

used mean to the available data. In different circumstances, the causality of number of hours spent

in playing mobile games to the academic performance the researchers used ANOVA to analyze

the given data. After the analyzation procedure the researchers present the finding through tables

and figures.

Senior High School Department


21
EMILIO AGUINALDO COLLEGE - MANILA
Results

This part deals with the presentation of the gathered data together with the analysis and

interpretation according to the statement of the problem. The gathered data on the profile of the

respondents and the result of the comparison of means test are hereby presented.

Table 3.1: Frequency Count of the Demographic Profile

PROFILE FREQUENCY PERCENT

AGE

16 144 43.5

17 121 36.6

18 46 13.9

19 16 4.8

20 4 1.2

TOTAL 331 100.0

SEX

Female 175 52.9

Male 156 47.1

TOTAL 331 100.0

GRADE LEVEL

Grade 11 232 70.1

Grade 12 99 29.9

Senior High School Department


22
EMILIO AGUINALDO COLLEGE - MANILA
TOTAL 331 100.0

STRAND

HUMSS 129 39.0

STEM 76 23.0

ABM 80 24.2

PROG/ROB 11 3.3

FBS/HK 29 8.8

SPORTS 6 1.8

TOTAL 331 100.0

Table 3.1 shows that one hundred forty four (144) or 43.5% of the of the respondents are

16 years old, one hundred twenty-one (121) or 36.65% of the respondents are 17 years old, forty

six (46) or 13.9% of the respondents are 18 years old, sixteen (16) or 4.8% of the respondents are

19 years old, and four (4) or 1.2% of the respondents are 20 years old. This shows that the majority

of the respondents are 16 years old.

Moreover, in terms of sex, one hundred seventy five (175) or 52.9% of the respondents are

female; whereas, one hundred fifty six (156) or 47.1% of the respondents are male. This reveals

that the majority of the respondents are female.

Furthermore, in terms of grade level, two hundred thirty two (232) or 70.1% of the

respondents are grade 11; whereas, ninety nine or 29.9 % of the respondents are grade 12. This

shows that the majority of the respondents came from grade 11.

Senior High School Department


23
EMILIO AGUINALDO COLLEGE - MANILA
Likewise, in terms of strand, one hundred twenty nine (129) or 39.0% of the respondents

came from Humanities and Social Sciences strand, seventy six (76) or 23.0% of the respondents

came from Science Technology Engineering and Mathematics strand, eighty (80) or 24.2% of the

respondents came from Accountancy and Business Management strand, eleven (11) or 3.3% of the

respondents came from Programming and Robotics Strand, twenty nine (29) or 8.8% of the

respondents came from the Food and Beverage Services/Housekeeping strand, and lastly, six (6)

or 1.8% of the respondents came from the Sports strand. This shows that the majority of the

respondents came from the Humanities and Social Sciences strand.

Table 3.2 The average of hours spent in Playing Mobile Games

MEAN PERCENT

1-4 58.6%

5-9 23.9%

10-14 1.76 6.9%

15-19 3.9%

20+ 6.9%

Table 3.2, shows that the mean of no of hours is 1.76. 58.6% of the respondents spent 1-4

hours playing mobile games. 23.9% spent 5-9 hours, 10-15 hours garners 6.9% of the

respondents. 3.9% of the respondents spent 3.9% which is the lowest number of hours. The 6.9%

Senior High School Department


24
EMILIO AGUINALDO COLLEGE - MANILA
respondents spent 20+ hours playing mobile games. This shows that majority of the respondents

spent 1-4 hours playing mobile games in an average week

Table 3.3: The mean of academic performance of the students in the first quarter

MEAN PERCENT

Below 11.8%

75

75-79 36.3%

80-84 2.67 25.1%

85-89 26.65%

90-100 .3%

Table 3.3, shows that the average mean of average is 2.67. 11.8% of the sample gain

below 75 in their General Weighted Average. 36.3% of the respondents have 75-79 of General

Weighted Average in their First Quarter. 26.65% of the respondents acquire 85-89 General

Weighted Average. Only 0.3% of the respondents gains 90-100 average in First Quarter. This

reveals that the majority of the respondents gain 75-79 of General Weighted Average in the First

Quarter of the school year.

Senior High School Department


25
EMILIO AGUINALDO COLLEGE - MANILA

Table 3.4: The effect of No. of Hours spent in Playing Mobile Games to the Academic

Performance

No. of Mean Sd Computed Sig. Decision Interpretation

The effect of Hours F- Value on Ho

No. of Hours 1-4 2.69 .99

spent in 5-9 2.46 .97

Playing 10-14 2.61 1.03 2.90 0.22 Rejected Significant

Mobile 15-19 2.92 .90

Games to the 20+ 2.67 1.86

Academic

Performance

Table 3.4 shows that in terms of no. of hours, the respondents obtained a computed f-

value of 2.90, and significance value of 0.22. Since the significance values are lower than the set

0.05 significance value, the null hypothesis is rejected; therefore, there is a significant effect of

no. of hours to the academic performance of the students. This shows that there is a significant

effect in the academic performance if no of Hours is considered as factors; wherein, respondents

that spent 15-19 hours relatively higher effect than other number of hours.

Senior High School Department


26
EMILIO AGUINALDO COLLEGE - MANILA
Discussions

This part contains the summary of findings obtained through the conduct of this research. It also

includes the conclusions and recommendations formulated by the researcher, which were based

on the gathered and analyzed data.

4.1. Summary of Findings

4.1.1 Demographic Profile

After the treatment in data, here is the findings that the demographic profile of the

respondents are one hundred forty four (144) or 43.5% of the of the respondents are 16 years old,

one hundred twenty-one (121) or 36.65% of the respondents are 17 years old, forty six (46) or

13.9% of the respondents are 18 years old, sixteen (16) or 4.8% of the respondents are 19 years

old, and four (4) or 1.2% of the respondents are 20 years old. In terms of sex, one hundred

seventy five (175) or 52.9% of the respondents are female; whereas, one hundred fifty six (156)

or 47.1% of the respondents are male. In terms of grade level, two hundred thirty two (232) or

70.1% of the respondents are grade 11; whereas, ninety nine or 29.9 % of the respondents are

grade 12. In terms of strand, one hundred twenty nine (129) or 39.0% of the respondents came

from Humanities and Social Sciences strand, seventy six (76) or 23.0% of the respondents came

from Science Technology Engineering and Mathematics strand, eighty (80) or 24.2% of the

respondents came from Accountancy and Business Management strand, eleven (11) or 3.3% of

the respondents came from Programming and Robotics Strand, twenty nine (29) or 8.8% of the

respondents came from the Food and Beverage Services/Housekeeping strand, and lastly, six (6)

or 1.8% of the respondents came from the Sports strand.

Senior High School Department


27
EMILIO AGUINALDO COLLEGE - MANILA
4.1.2 Independent Variable

The mean of number of hours spent in playing mobiles games is 1.76. 58.6% of the

respondents spent 1-4 hours playing mobile games. 23.9% spent 5-9 hours, 10-15 hours garners

6.9% of the respondents. 3.9% of the respondents spent 3.9% which is the lowest number of

hours. The 6.9% respondents spent 20+ hours playing mobile games.

4.1.3 Dependent Variable

While the mean of academic performance, is 2.67. 11.8% of the sample gain below 75 in

their General Weighted Average. 36.3% of the respondents have 75-79 of General Weighted

Average in their First Quarter. 26.65% of the respondents acquire 85-89 General Weighted

Average. Only 0.3% of the respondents gains 90-100 average in First Quarter.

4.1.4 Effect of Number of Hours to the academic performance of the students

When the Analysis of Variance is applied to the data it shows that in terms of no. of

hours, the respondents obtained a computed f-value of 2.90, and significance value of 0.22. Since

the significance values are lower than the set 0.05 significance value, the null hypothesis is

rejected; therefore, there is a significant effect of no. of hours to the academic performance of the

students.

4.2. Conclusions

In this study, the researchers responded to the given research questions that determine the

effect of number of hours to the academic performance using the respondents’ accumulative data.

The majority of the respondents are 16 years old. This study also reveals that majority of the

Senior High School Department


28
EMILIO AGUINALDO COLLEGE - MANILA
respondents are female. Many respondents comes from Grade 11 and majority came from

Humanities and Social Sciences strand.

This study also shows that majority of the respondents spent 1-4 hours playing mobile

games in an average week. It also reveals that the majority of the respondents gain 75-79 of

General Weighted Average in the First Quarter of the school year.

Lastly, this study concludes that there is a significant effect in the academic performance

if no of Hours is considered as factors; wherein, respondents that spent 15-19 hours relatively

higher effect than other number of hours.

4.3. Recommendations

This study will be beneficial to the following entities:

For future researchers, the researchers recommend to continue conducting study about the effects

of mobile games to the academic performanc of the students so that they will find out what is the

effect of it and how to resolve it.

For students, the researchers recommend to lessen the usage of mobile games so that it will not

affect their academic performance. They can also play mobile games but they should know the

limitions and when to stop so that it will not affect their academic performance.

For teachers, the researchers recommend that they should talk to their students especially when

they know that the students' academic performance is at the low average so that they will make

an action right away.

Senior High School Department


29
EMILIO AGUINALDO COLLEGE - MANILA
For parents, the researchers recomment that they will talk to their children to lessen or limit the

usage of mobile games so that it will not affect their academic performance.

Any activity that draws students away from their schoolwork will eventually affect their

academic perfomance that's why everyone not just only the students, know how to limit their use

of mobile games, when to stop and how to maintain their academic performance.

Senior High School Department


30
EMILIO AGUINALDO COLLEGE - MANILA
List of References

Online References

A, M. Weinstein., 2010. “Computer and Video Game Addiction—A Comparison between Game
Users and Non-Game Users” The American Journal of Drug and Alcohol Abuse

Backlund,P., Hendrix,M., 2013, “Educational games - Are they worth the effort? A literature
survey of the effectiveness of serious games” Retrieved from: https://www.academia.edu

Qi., 2019. “A double-edged sword? Exploring the impact of students’ academic usage of mobile
devices on technostress and academic performance”
Retrieved from: https://www.researchgate.net/publication/

Chen,C., Leung,L. 2016, “Are you addicted to Candy Crush Saga? An exploratory study linking
psychological factors to mobile social game addiction”
Retrieved from: https://www.researchgate.net/publication/

Grusser, S.M., Thalemann, R., Griffiths, M.D. 2007 “Computer Game Playing: Evidence for
Addiction and Aggression?” Retrieved from: https://www.academia.edu

Lieury et al., 2014. “Video games vs. reading and school/cognitive performances: a study on
27000 middle school teenagers” Educational Psychology: An International Journal of
Experimental Educational Psychology Retrieved from: https://www.academia.edu

P.-S. Seow and S.-P. Wong., 2016 “Using a mobile gaming app to enhance accounting
education” Journal of Education for Business, 91:8
Retrieved from: https://www.researchgate.net/publication/

Smyth,J. 2007, “Beyond Self-Selection in Video Game Play: An Experimental Examination of


the Consequences of Massively Multiplayer Online Role-Playing Game Play”
Retrieved from: https://www.researchgate.net/publication/

Senior High School Department


31
EMILIO AGUINALDO COLLEGE - MANILA
Ventura,M., Shute,V., and Kim, Y.J. 2012 “Video gameplay, personality and academic
performance” Retrieved from: https://www.acsd.org

Z. Xu., 2012. “Online game addiction among adolescents: motivation and prevention factors”
European Journal of Information Systems
Retrieved from: https://www.academia.edu

Sahin, M., Gumus, Y., and Dincel, S. "Game addiction and academic performance." 2014.
Retrived from: https://www.tandfonline.com/doi/abs/10.1080/01443410.2014.972342

Casey, A., Layte, R., Lyons, S., and Silles, M. "Home computer use and academic performance
of nine-year-olds." 2012. Retrived from:
https://www.tandfonline.com/doi/abs/10.1080/03054985.2012.731207

Hastings, E., MEd, MA, Karas, T., BA, Winsler, A., PhD, Way, E., MA, Madigan, A., PhD &
Tyler, S., MA. "Young Children's Video/Computer Game Use: Relations with School
Performance and Behavior" 2009. Retrived from:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3041171/

Dore, R., Shirilla, M., Hopkins, E., Collins, M., Scott, M., and Schatz, J., et al. "Education in the
app store: using a mobile game to support U.S. preschoolers’ vocabulary learning" 2019.
Retrived from: https://www.tandfonline.com/doi/full/10.1080/17482798.2019.1650788

Hossain, S., Nurunnabi, M., Hussain, K. & Saha, S. "Effects of variety-seeking intention by
mobile phone usage on university students’ academic performance" 2019. Retrived from:
https://www.tandfonline.com/doi/full/10.1080/2331186X.2019.1574692

Ip, B., Jacobs G., and Watkins A. "Gaming frequency and academic performance" 2008.
Retrived from: https://ajet.org.au/index.php/AJET/article/view/1197

Ku, C.H, Kwak, M., Yurov, K., and Yurova, Y. "Gaming Behavior and Academic Performance"
2014. Retrived from: https://nsuworks.nova.edu/hcbe_facpres/782/

Senior High School Department


32
EMILIO AGUINALDO COLLEGE - MANILA
Bell, M., Chalmers, M., Barkhuus, L., Hall, M., Sherwood, S., Tennent, P., Brown, B.,
Rowland, D., Benford, S., Capra, M. and Hampshire, A. "Interweaving mobile games with
everyday life. In, Conference on Human Factors in Computing Systems" 2006. Retrived from:
https://core.ac.uk/download/pdf/1393907.pdf

Liang, T. P. and Yeh, Y. H. "Effect of use contexts on the continuous use of mobile services: the
case of mobile games" 2011. Retrived from:
https://www.researchgate.net/publication/220141338_Effect_of_use_contexts_on_the_continuou
s_use_of_mobile_services_The_case_of_mobile_games

K. Milczynk. "Effectiveness of Gaming in the Classroom" Retrived from:


https://msu.edu/~milczyn1/artifacts/LITERATUREREVIEW_KAREN_MILCZYNSKI.pdf

Huizenga, J., Admiraal, W., Akkerman, S., and Dam, G. T. "Mobile game‐based learning in
secondary education: engagement, motivation and learning in a mobile city game" 2009.
Retrived from: https://www.academia.edu/5717245/Mobile_game-
based_learning_in_secondary_education_engagement_motivation_and_learning_in_a_mobile_ci
ty_game

Senior High School Department


33
EMILIO AGUINALDO COLLEGE - MANILA

Appendices

Senior High School Department


34
EMILIO AGUINALDO COLLEGE - MANILA
Appendix A

Sample Instrument

The Gaming and GPA Survey (Wright 2011) Questionnaire takes about 5-10 minutes to complete.
The purpose of this study is to determine the relationship between no. of hours spent playing mobile games
and academic performance of the students.
This instrument is adapted from the research study titled The Effect of Video Game Play on Academic
Performance by Jancee Wright (2011) The survey was titled “Gaming and GPA Survey” that Wright
developed to use in his study.
The survey consisted of 7 items; the first part is concerned with demographic information such
as age, gender, grade level, and strand. The last three items asked participants to report on average, amount
of time spent playing mobile games in an average. Choose the answer that best meets your description
within that range.
The following information will be kept confidential by the researchers but is necessary for the
researcher to process the data correctly.
I. Demographic Profile

Direction: Put a check on the line that corresponds to your answer accordingly.

What is your age?

______ 16 ______17 ______ 18 ______19 ______20

Others (Please Specify): __________

What is your sex?

______ Female ______ Male

What is your grade level?

______ 11 ______ 12

What is your strand?

 Academic Track
______ HUMSS ______STEM ______ABM

 Technical Vocational Livelihood Track


______ PROG/ROB ______FBSHK

 SPORTS TRACK
______ SPORTS

Senior High School Department


35
EMILIO AGUINALDO COLLEGE - MANILA

II. Gaming and GWA Survey

Direction: Put a check on the line that corresponds to your answer accordingly.

1. What is your average as of First Quarter?

______Below 75 ______75-79 ______80-84 ______85-89

______90-100

2. Do you play mobile games?

Yes ______ No______

3. In the average week, how many hours do you spend gaming?

______1-4 ______5-9 ______10-14 ______ 15-19

______ 20 +

Senior High School Department


36
EMILIO AGUINALDO COLLEGE - MANILA
Appendix B

Informed Consent Form

Emilio Aguinaldo College –Manila


1113-1117 San Marcelino St.
Ermita, Manila

Gaming and GWA Survey Questionnaire

Dear Participants,
May we invite you to participate in a research study titled “The Relationship of No. Of Hours
Spent in Playing Mobile Games and Academic Performance of Senior High School Students in a
Private School along U.N Avenue.” The researchers are currently enrolled in Emilio Aguinaldo College
– Manila and is currently under the process of writing a quantitative research paper. The purpose of this
study is to determine the relationship between the no. of hours spent playing mobile games and academic
performance of the students.
The enclosed questionnaire had been modified to collect on information on your academic
performance and playing mobile games.
Your participation on this research project is completely voluntary and your responses will be
kept confidential. Please answer the questionnaire as best as you can.
Your participation on this academic endeavour will be highly appreciated. By signing your name
below, you are giving consent in having you as a participants in our study, and that your profile and
responses will be used solely in the mentioned research study. Thank you in advance.

Sincerely Yours,
Researchers

Signature of the Participant:

Senior High School Department


37
EMILIO AGUINALDO COLLEGE - MANILA
Appendix C

Validation Letter

October 28, 2019


Mr. Bailon I. Tabinas III
Teacher-Senior High School Department
Emilio Aguinaldo College-Manila
Dear Mr. Tabinas,
Greetings of Peace!
We are students from Grade 12 – HUMSS- 2 who are currently taking Research in Daily Life 2. The
paper we are working is entitled “The Effect Of No. Of Hours Spent In Playing Mobile Games To The
Academic Performance Of Senior High School Students In A Private School Along U.N Avenue”.
As a part of the requirement, we have formulated our data gathering instrument.
In line with this academic activity, we would like to seek your assistance in validating our
research instrument. In validating, may we request you to: (1) check the structure of our questions/items;
and (2) check if the questions answer our research questions.
Your objective assessment will be a major factor in the success of our work. If you have
corrections and comments, please write them on the instrument itself. Afterwards, we will revise and have
you check again the revised version. After which, we would ask you to affix your signature, together with
the signatures of the other validators to ensure that we have undergone validity and reliability tests.
Thank you in advance for showing your expertise and precious time with us. We will be
providing you with the findings of the research. God bless you.
Respectfully yours,
Aguinaldo, Shaira Mae Rose
Chua, Monique
Garcia, Jeserene
Gloria, Kyla Mariz
Noted by:
Mr. Martin John S. Punzal
Teacher-Research in Daily Life

Senior High School Department


38
EMILIO AGUINALDO COLLEGE - MANILA

October 28, 2019


Mr. Martin John S. Punzal
Teacher-Senior High School Department
Emilio Aguinaldo College-Manila
Dear Mr.Punzal,
Greetings of Peace!
We are students from Grade 12 – HUMSS- 2 who are currently taking Research in Daily Life 2. The
paper we are working is entitled “The Effect Of No. Of Hours Spent In Playing Mobile Games To The
Academic Performance Of Senior High School Students In A Private School Along U.N Avenue”.
As a part of the requirement, we have formulated our data gathering instrument.
In line with this academic activity, we would like to seek your assistance in validating our
research instrument. In validating, may we request you to: (1) check the structure of our questions/items;
and (2) check if the questions answer our research questions.
Your objective assessment will be a major factor in the success of our work. If you have
corrections and comments, please write them on the instrument itself. Afterwards, we will revise and have
you check again the revised version. After which, we would ask you to affix your signature, together with
the signatures of the other validators to ensure that we have undergone validity and reliability tests.
Thank you in advance for showing your expertise and precious time with us. We will be
providing you with the findings of the research. God bless you.

Respectfully yours,
Aguinaldo, Shaira Mae Rose
Chua, Monique
Garcia, Jeserene
Gloria, Kyla Mariz
Noted by:
Mr. Martin John S. Punzal
Teacher-Research in Daily Life

Senior High School Department


39
EMILIO AGUINALDO COLLEGE - MANILA

October 28, 2019


Mr. Jarod Nohay
Teacher-Senior High School Department
Emilio Aguinaldo College-Manila
Dear Mr. Nohay,
Greetings of Peace!
We are students from Grade 12 – HUMSS- 2 who are currently taking Research in Daily Life 2. The
paper we are working is entitled “The Effect Of No. Of Hours Spent In Playing Mobile Games To The
Academic Performance Of Senior High School Students In A Private School Along U.N Avenue”.
As a part of the requirement, we have formulated our data gathering instrument.
In line with this academic activity, we would like to seek your assistance in validating our
research instrument. In validating, may we request you to: (1) check the structure of our questions/items;
and (2) check if the questions answer our research questions.
Your objective assessment will be a major factor in the success of our work. If you have
corrections and comments, please write them on the instrument itself. Afterwards, we will revise and have
you check again the revised version. After which, we would ask you to affix your signature, together with
the signatures of the other validators to ensure that we have undergone validity and reliability tests.
Thank you in advance for showing your expertise and precious time with us. We will be
providing you with the findings of the research. God bless you.

Respectfully yours,
Aguinaldo, Shaira Mae Rose
Chua, Monique
Garcia, Jeserene
Gloria, Kyla Mariz
Noted by:
Mr. Martin John S. Punzal
Teacher-Research in Daily Life

Senior High School Department


40
EMILIO AGUINALDO COLLEGE - MANILA
Appendix D

Results of SPSS Test/s

Frequencies
Statistics

Age Sex GradeLevel Strandname

N Valid 331 331 331 331

Missing 0 0 0 0

Mean 1.8369 1.4713 1.2991 2.2538

Std. Deviation .92309 .49993 .45855 1.33562

Frequency Table

Age

Cumulative
Frequency Percent Valid Percent Percent

Valid 1.00 144 43.5 43.5 43.5

2.00 121 36.6 36.6 80.1

3.00 46 13.9 13.9 94.0

4.00 16 4.8 4.8 98.8

5.00 4 1.2 1.2 100.0

Total 331 100.0 100.0

Senior High School Department


41
EMILIO AGUINALDO COLLEGE - MANILA

Sex

Cumulative
Frequency Percent Valid Percent Percent

Valid 1.00 175 52.9 52.9 52.9

2.00 156 47.1 47.1 100.0

Total 331 100.0 100.0

GradeLevel

Cumulative
Frequency Percent Valid Percent Percent

Valid 1.00 232 70.1 70.1 70.1

2.00 99 29.9 29.9 100.0

Total 331 100.0 100.0

Strandname

Cumulative
Frequency Percent Valid Percent Percent

Valid 1.00 129 39.0 39.0 39.0

2.00 76 23.0 23.0 61.9

3.00 80 24.2 24.2 86.1

4.00 11 3.3 3.3 89.4

5.00 29 8.8 8.8 98.2

Senior High School Department


42
EMILIO AGUINALDO COLLEGE - MANILA
6.00 6 1.8 1.8 100.0

Total 331 100.0 100.0

AVERAGE

Cumulative
Frequency Percent Valid Percent Percent

Valid 1.00 39 11.8 11.8 11.8

2.00 120 36.3 36.3 48.0

3.00 83 25.1 25.1 73.1

4.00 88 26.6 26.6 99.7

5.00 1 .3 .3 100.0

Total 331 100.0 100.0

NoofHours

Cumulative
Frequency Percent Valid Percent Percent

Valid 1.00 194 58.6 58.6 58.6

2.00 79 23.9 23.9 82.5

3.00 23 6.9 6.9 89.4

4.00 12 3.6 3.6 93.1

5.00 23 6.9 6.9 100.0

Total 331 100.0 100.0

Oneway

Senior High School Department


43
EMILIO AGUINALDO COLLEGE - MANILA

Notes

Output Created 20-NOV-2019 14:18:34

Comments

Input Data E:\RDL\RDLLLLL.sav

Active Dataset DataSet1

Filter <none>

Weight <none>

Split File <none>

N of Rows in Working Data 331


File

Missing Value Handling Definition of Missing User-defined missing values


are treated as missing.

Cases Used Statistics for each analysis


are based on cases with no
missing data for any variable
in the analysis.

Syntax ONEWAY AVERAGE BY


NoofHours

/STATISTICS
DESCRIPTIVES

/MISSING ANALYSIS.

Resources Processor Time 00:00:00.02

Elapsed Time 00:00:00.06

Senior High School Department


44
EMILIO AGUINALDO COLLEGE - MANILA
Descriptives

AVERAGE

95% Confidence Interval for


Mean

N Mean Std. Deviation Std. Error Lower Bound Upper Bound Minimum

1.00 194 2.6907 .99074 .07113 2.5504 2.8310 1.00

2.00 79 2.4557 .97135 .10929 2.2381 2.6733 1.00

3.00 23 2.6087 1.03305 .21541 2.1620 3.0554 1.00

4.00 12 2.9167 .90034 .25990 2.3446 3.4887 2.00

5.00 23 3.2174 1.08530 .22630 2.7481 3.6867 1.00

Total 331 2.6737 1.00418 .05519 2.5651 2.7823 1.00

ANOVA

AVERAGE

Sum of Squares df Mean Square F Sig.

Between Groups 11.415 4 2.854 2.895 .022

Within Groups 321.346 326 .986

Total 332.761 330

Senior High School Department


45
EMILIO AGUINALDO COLLEGE - MANILA
Appendix E

Curriculum Vitae of the Researchers

SHAIRA MAE ROSE P. AGUINALDO


036 Humabon St. Tondo, Manila
09083887151/ saguinaldo18@gmail.com
EDUCATION
 Primary
Teodoro Yangco Elementary School (2008- 2014)
1112 Dandan corner Franco. Tondo, Manila
 Secondary – Junior High School
Lakan Dula High School, (2014-2018)
2252 J. Luna St. Gagalangin, Tondo, Manila
 Secondary – Senior High School
Emilio Aguinaldo College – Manila (2018 - 2019)
1113-1117 San Marcelino St. Ermita, Manila
Humanities and Social Sciences
AWARDS
 Model Pupil (2011)
 Kiddie Artist (JKC) (2012)
 Huwarang Mag-Aaral (2013)
 Top 3 in Class (2014)
 Histo-Geo Quiz Bee, 2nd Place (School Level) (2015)
 Top 10.5 (2016)
 With Honors, Grade 9 (2017)
 With Honors, Grade 10(2018)
 Senator Grace Poe Leadership Excellence Awardee (2018)
 With Honors, Grade 11(2019)

Senior High School Department


46
EMILIO AGUINALDO COLLEGE - MANILA

MONIQUE R. CHUA
1381 Sanchez Ext. Tondo Manila
09953802318
mnqrxsch01@gmail.com
Education
Primary:
 St. Marys Academy S.Y 2005 – 2009

1572 Yakal St, Tondo, Manila, 1012 Metro Manila


 G. Maximino Hizon Elementary School S.Y 2009-2014

1012 Jose Abad Santos, Tondo Manila


Secondary:
 Cayetano Arellano High School S.Y 2014 – 2018

Teodora Alonzo, Santa Cruz, Manila, 1008 Metro Manila


 Emilio Aguinaldo College S.Y 2018 – 2020

1113-1117 San Marcelino St., Paco, Manila

Achievements:
Grade 6 – Top 1 (2014)
Grade 1 – Top 2 (2009)
Grade 7 – Top 4 (2015)
Grade 2 – Top 9 (2010) Grade 8 – Top 2 (2016)
Grade 3 – Top 7 (2011) Grade 10 – Top 2 (2018)
Grade 4 – Top 10 (2012) With honors – Junior High School (2018)

Senior High School Department


47
EMILIO AGUINALDO COLLEGE - MANILA

JESERENE GARCIA

870 Moriones St., Tondo, Manila


Contact Number: 09062893430
Email Address: jesereneg@yahoo.com

Education
PRIMARY:
• Gen. Maximino Hizon Elementary School
Jose Abad Santos St., Tondo Manila
2008-2014
Grade 1-6
Achievements:
 Top 8 (Grade 1)
 Most behave and polite (Grade 1)
 Top 4 (Grade 2)
 Top 6 (Grade 3)

SECONDARY:
• Florentino Torres High School
Juan Luna St., Gagalangin, Tondo, Manila
2014-2018
Grade 7 – 10
Achievements:

 Outreach program (Grade 8)


 Top 2 (Grade 9)
 Best in Filipino (Grade 9)

Senior High School Department


48
EMILIO AGUINALDO COLLEGE - MANILA
 With Honors (Grade 10)
 Research club member (2017-2018)

SENIOR HIGH SCHOOL:

• Emilio Aguinaldo College-Manila


San Marcelino Street, Paco, Manila
2018-2020
Achievements:

 With Honors (Grade 11)

Senior High School Department


49
EMILIO AGUINALDO COLLEGE - MANILA

KYLA MARIZ C. GLORIA

100 2nd St. 4th Avenue Caloocan City


Contact Number: 09663513672
Email Address: kylamarizg0@gmail.com

Education
PRIMARY:
• Rizal Elementary School
Milkweed, Makati, 1630 Metro Manila
2008-2012
Grade 1- 4
Achievements:
 Top 6 (Grade 1)
 Top 8 (Grade 2)
 Top 3 and Model Child (Grade 4)

• Bagong Silang Elementary School


158 Ma Clara Street, Caloocan City
2012-2014
Grade 5 – 6
Achievements:

 Top 1 (Grade 5)
 Best Pupil (Grade 5)
 4th Honorable Mention (Grade 6)
 2nd Place in District Editorial Writing (Filipino)
 Champion of District Radio Broadcasting – Group (Filipino)

Senior High School Department


50
EMILIO AGUINALDO COLLEGE - MANILA
 2nd Place News Presentor – Individual (Filipino)

SECONDARY:

JUNIOR HIGH SCHOOL:


• Maria Clara High School
8th Avenue Mabalacat St. Caloocan City
2014-2018
Grade 7 – 10
Achievements:
 With Honors (Grade 7)
 With Honors (Grade 9)
 Conduct Award
 Best in ESP
 Best in Araling Panlipunan
 Best in English
 Best in Filipino
 With Honors (Grade 10)
 ESP Club Member
 ESP Outreach Program for the Street Kids
 Joined Boys and Girls Week (Grade 9 & 10)

SENIOR HIGH SCHOOL:

• Emilio Aguinaldo College-Manila


San Marcelino Street, Paco, Manila
2018-2020
Achievements:

 With Honors (Grade 11)

Senior High School Department

S-ar putea să vă placă și