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A research study presented to the Faculty of the Senior High School Department of
Bryan V. Benitez
Jogie Magdadaro
March 2019
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City
Approval Sheet
This research study entitled “Effects of Playing Mobile Games on Senior High
submitted by Glenn Jan M. Calvo, Bryan Benitez, Jogie Magdadaro and Carla Joyce
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FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City
Acknowledgement
The researchers would like to show appreciation to the following persons that
Tolentino National High School for guiding the researchers for the study conducted.
National High School for helping and guiding the researchers for the research conducted.
Ms. Princess Lynn Aquino Padua- Senior High School Teacher of Francisco P.
Tolentino National High School for helping the researchers to accomplish the study.
Tolentino National High School for understanding and allowing the researchers to
Mrs. Beverly Gloria- Francisco P. Tolentino National High School Principal for
the encouragement, understanding and approving the research study conducted to the
To the cooperative teachers and students of Senior High School Grade 11 and
research conducted.
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Abstract
Name: Glenn Jan M. Calvo
Bryan Benitez
Jogie Magdadaro
The study aimed to determine the effects of playing mobile games on senior
high school students of Francisco P. Tolentino National High School. There are two
possible effects of playing mobile games, positive and negative effects. There are five
positive and negative effects stated, mainly enhanced their mental skills, relieved stress,
spend time, increased hand-eye coordination, play games when they feel alone. Negative
effects; spend more time playing, learned bad words while playing get distracted when
someone is playing mobile games, spend more time playing games instead of sleeping at
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FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
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Table of Contents
Title page i
Approval Sheet ii
Acknowledgement iii
Abstract iv
Table of contents v
List of tables vii
Chapter
1 The Problem and its Background
Introduction 1
Statement of the problem 2
Hypothesis of the study 3
Scope and limitations 3
Theoretical Framework 3
Research Paradigm 5
Significance of the study 6
Definition of terms 6
2 Review of related literature
Meaning and concept 8
Positive effect 9
Negative effect 10
3 Methodology
Research Design 13
Data Gathering Procedure 13
Respondents/Population 13
Sample Technique 14
Data Analysis Procedure 15
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List of Tables
Table
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FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
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CHAPTER 1
I. Introduction
P. Tolentino National High School. The researchers will conduct a study to know the
effects of playing mobile games on Senior High School students mainly grade 11 and grade
12.
Based on the observations of the researchers, most students are using smartphones for
very long time. Due to this observation, the researchers come up to a research study that
will focus on the possible effects of playing games of senior high school students. The
researchers realized that every day, there are students who prefer to used their smartphones
during break for a long time, causing to get too attach with their phones and forgetting their
school works and activities. As a result, they’ve got lower grades and failing grades on
their subjects. The mission of the researchers is to determine the positive and negative
According on the survey conducted on the United States, 91% of children between
the ages of 2 and 17 play video games (NPD Group, 2011), and a nationally representative
study of U.S. teenagers found that up to 99% of boys and 94% of girls play these
games(Lenhartetal.,2008).In the United States alone, video games brought in over $25
billion in 2010, more than doubling Hollywood’s 2010 box office sales of $10.8 billion in
the United States and Canada (Motion Picture Association of America, 2011). Against this
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backdrop of nearly ubiquitous play, the popular press regularly pulses out urgent warnings
against the perils of addiction to these games and their inevitable link to violence and
psychological research on the effects of “gaming” has been focused on its negative impact:
the potential harm related to aggression, addiction, and depression (e.g., Anderson et al.,
The research study aims to determine the effects of playing mobile game
on Senior High School Students. Specifically, it sought to answer the following specific
questions:
1.What are the common mobile games played by the Senior High School students?
1.4 PUBG
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2.Most students knew the positive and negative effects of playing mobile
game.
The research proposed that the students may lessen their usage of
smartphones on games and also students must focus on improving their grades and should
focus on their academic while limiting their time for playing even it has a positive and
negative effects on them. This study is only focusing on Mobile Games played such as
Mobile Legends, Rules of Survival, Freefire, Clash of Clans and Players Unknown Battle
Ground(PUBG).
V. Theoretical Framework
According to Ruggiero, (2008) among the top reason’s individuals cite for
using diverse forms of media are to manage their moods and to enhance their emotional
states. Gaming may be among the most efficient and effective means by which children
and youth generate positive feelings. Several studies have shown a causal relation between
playing preferred video games and improved mood or increases in positive emotion. For
example, studies suggest that playing puzzle video games—games with minimal interfaces,
short-term commitments, and a high degree of accessibility (e.g., Angry Birds, Bejeweled
II)—can improve players’ moods, promote relaxation, and ward off anxiety (Russoniello
et al., 2009). It has further been suggested that some of the most intense positive emotional
experiences are triggered in the context of playing video games (McGonigal, 2011). For
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instance, fiero, the Italian word for intense pride after succeeding against great adversity,
is a feeling that gamers often report seeking and experiencing. Flow or transportation is
another positive emotional experience described by gamers, during which they are
immersed in an intrinsically rewarding activity that elicits a high sense of control while
experiences have repeatedly been linked to a host of positive outcomes for adolescents,
Rathunde, & Whalen, 1993). Experiencing flow or transportation in games may lead to
similar positive real-world outcomes; however, this hypothesis remains untested. Although
not specific to game playing, the importance of experiencing positive emotions on a daily
emotions. She demonstrates that experiencing positive emotions may help broaden the
number of behaviors one perceives as both possible and motivating and may build social
relationships that provide support for goal pursuit and coping with failure. Further,
Fredrickson and colleagues propose that positive emotions help undo the detrimental and
de-motivating results of negative emotions. Positive emotions are thus the bedrock for
wellbeing, crucial not only as end states but as sources of inspiration and connectivity. If
playing games simply makes people happier, this seems to be a fundamental emotional
benefit to consider.
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1.1 Mobile Legends high school respondents school students and also
1.2 Clash of Clans that contains most played the most positive effect on
2. Common effects of
2.2 effects
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Students. This study may give information to the students on possible outcomes
Teachers. This study may serve as a new basis for teachers to determine the possible
Parents. This study is significant to the parents or guardian because it may help
Future researchers. It would help the future researchers that are interested in this study
It will serve as their basis and their background about their research.
Smartphone-a mobile phone that performs many of the functions of a computer, typically
Rules of Survival- a free to play, multiplayer online battle royal game developed and
Mobile Legends-is a multiplayer online battle arena (MOBA) mobile game developed
PUBG- a multiplayer game that could be played by group or solo shooting game.
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FREEFIRE- Real time shooting game that could be played solo or multiplayer, in display
Or graphics the free fire displays less quality to prevent sluggish playtime.
Clash of Clans-A game focusing on building and attacking bases of enemies around the
guild.
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C HAPTER 2:
REVIEW OF RELATED LITERATURE
2.1 Meaning and Concept of Mobile Phones
A mobile phone is a phone that can make and receive telephone calls over a radio
link while moving around a wide geographic area. It does so by connecting to a cellular
network provided by a mobile phone operator, allowing access to the public telephone
network. In addition, modern phones also support wide range variety of other services such
as text messaging, MMS, e-mail, internet access, short range wireless communications
center, 2010)
existence and has enhanced the socio-economic relations globally. Thus, increased
popularity of cell and smart phones in recent years has attracted research attention. Cell
phones are seen as a mixed blessing. Teens say phones make their lives safer and more
convenient. Yet they also cite new tensions connected to cell phone use (Pew Research
Center, 2010).
As cell phones have become more available, they are increasingly owned and used
by teens. Further as handsets become more loaded with capabilities ranging from video
recording and sharing, to music playing and internet access, teens and young adults have
an ever-increasing repertoire of use. Indeed, we are moving into an era when mobile
devices are not just for talking and texting, but can also access the internet and all it has to
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According to Daphne Bavalier (2012) When your child plays video games, it gives
his brain a real workout. In many video games, the skills required to win involve abstract
and high-level thinking. These skills are not even taught at school. Some of the mental
skills enhanced by video games include following instructions, Problem solving and logic,
Hand-eye coordination, fine motor and spatial skills. In shooting games, the character may
be running and shooting at the same time. This requires the real-world player to keep track
of the position of the character, where he/she is heading, his speed, where the gun is aiming,
if the gunfire is hitting the enemy, and so on. All these factors need to be taken into account,
and then the player must then coordinate the brain's interpretation and reaction with the
movement in his hands and fingertips. This process requires a great deal of eye-hand
coordination and visual-spatial ability to be successful. Research also suggests that people
can learn iconic, spatial, and visual attention skills from video games. There have been
even studies with adults showing that experience with video games is related to better
surgical skills. Also, a reason given by experts as to why fighter pilots of today are more
skillful is that this generation’s pilots are being weaned on video games. Planning, resource
management and logistics. The player learns to manage resources that are limited, and
decide the best use of resources, the same way as in real life. Multitasking, simultaneous
tracking of many shifting variables and managing multiple objectives. In strategy games,
for instance, while developing a city, an unexpected surprise like an enemy might emerge.
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This literature contains positive effects of playing mobile games which supports the
research study, mainly explaining that playing mobile games enhanced the mental skills,
hand eye coordination, strategic thinking and logical skills in most players. Those skills
are mostly developed by experience and can’t be taught on school. Some games have quest
that requires solutions for the game which forced the player to find the correct way to finish
it.
the smartphone has quietly made quite a foothold as a platform in the video game industry.
Many companies are using smartphones to target previously unreachable market segments
in video gaming, such as casual gamers and women. As this platform becomes more
popular, researchers are beginning to notice potential problems and dangerous behaviors
associated with this type of video gaming that has never been observed with any other type
of gaming. The first negative effect of mobile gaming is the potential for distraction when
performing another more important activity, such as driving. Video games should never be
played while driving. Some mobile games use the internet and have the ability to push
information and notifications to a player even when the player is not actively playing. The
game may send these alerts while a player is driving, and the player may not identify the
alert's origin as being from a game, or be tempted to check it anyways, creating a potentially
dangerous situation. Second is Loss of Productivity Distractions, many mobile games have
a social aspect, or rely on other players taking turns or participating in the game. In games
like this, it's common to have alerts and updates throughout the day about various things
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happening in different games. It's also very tempting to take several minutes and quickly
check on a game, or make a quick move. These micro-transactions can quickly add up over
the course of a day or week, resulting in many wasted hours of productivity. Third, Sleep
Problems mobile phones and video games have both been independently linked to
disruption in the sleep patterns of children in studies. Jan Van den Bulck, a senior lecturer
in psychology at the Catholic University of Leuven in Belgium, found through surveys that
one in five teenagers reported being awakened regularly by their mobile devices. Playing
video games on mobile phones will no doubt continue to prevent children from getting the
rest they need. Disruption in sleep patterns, like the ones caused by mobile games, have
been linked to behavior issues, and sleepiness during the day. Fourth, Out of Control
Spending many mobile games operate on a "free to premium" business model, where the
basic game is free, but extras within the game cost money. Some players have found
themselves spending large sums of money while playing games, in an out of control
fashion. These types of games are potentially very dangerous to gamers with any type of
addictive personalities.
This literature contains the negative effects of playing mobile games, mainly
distractions on more important activities such as activities and home work for the users.
Most games required to be play for a long time such as mobile legends, Rules of survival.
Those game are played for long time due to task and purpose of the game, this leads to lack
of time for other activities, potentially destroying the time that a user could be used in other
important activities.
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Synopsis
The given articles proposed the positive and negative effects of playing mobile
games. Those articles provide sufficient evidences to help the researchers. The first article
contains the concept of mobile phones, what are the uses of phone mainly for text
messaging, multimedia messages, email, internet access, voice calls, business applications.
The technology is now advancing through the past few years giving way to new aspects on
the use of smartphones such as gaming on everybody’s phone. This new aspect affects the
new generation’s life. The second article contains the positive effects of video games. Most
video games are focusing on a goal to be finished, giving hard challenges to players and
yet made them to think of a way to reach the goal. The games made them to start making
strategies on their own giving their brain a hard work out, most of this strategies are not
even taught at school. Third article contains the negative or disadvantage of playing mobile
games, mainly distraction on ones life, most player played their game for most of the time,
limiting their time on more important things to do such as eating and their daily duties to
do.
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CHAPTER 3: METHODOLOGY
This chapter contains the clear presentation of methods and procedures followed to
conduct the study. This chapter also shows the research design, research participants,
research instrument, data gathering procedure and data analysis. This research study uses
a quantitative research.
The researchers used descriptive qualitative research to know the value of the study
entitled Effects of playing mobile games on senior high school students on Francisco P.
Gathering information that are related to the research focus and limitation is chained
with specifying and analyzing the type of evidence that is needed to prove a study.
In gathering the data or the answers of respondent, the researchers used survey
questionnaire, the researchers will provide survey forms for selected students who have a
smartphone or already used a smartphone for mobile game application. The survey
questionnaire has several question’s focusing on the respondent’s ages, gender, how often
they used their phone, and the survey contains both positive and negative effect. The
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3.3 Respondents/Population
The study is conducted on Grade 11 and 12 senior high school students that
are mostly smartphones users. The research will be based on following criteria:
Research Criteria:
applications)
ABM/GAS GRADE 11 29
HUMSS GRADE 11 28
HUMSS GRADE 12 47
GAS 1 GRADE 12 32
GAS 2 GRADE 12 39
ABM GRADE 12 38
probability sample that is selected based on characteristics of a population and the objective
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the respondents will be based on the purpose of the study and will choose students based
The researchers analyzed the data to be gathered by identifying the ages, genders,
how often they used their phone and the possible effect of playing mobile games, and
getting the statement that has the highest established percentage in both positive and
negative effect of playing mobile games. The researchers used Likert scaling for analyzing
the data. The survey form has the scales of (4) Strongly Agree (3) Agree (2) Disagree (1)
Strongly disagree. The researchers will use reverse scoring to negative statements that are
provided.
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Chapter 4
This chapter presents data gathered the results of the statistical analysis done and
interpretation of findings. These are presented in tables following the sequence of the
specific research problem regarding the Effects of playing mobile games of Senior High
The first problem of this study focused on most played game of Senior High School
Students on their smartphones. Mainly Rules of Survival, PUBG, Free Fire, Mobile
Legends, Clash of Clans and other choice. This study also focuses on positive and negative
effect of playing mobile games, the statements written are the potential positive and
negative effects of mobile games; Also, the reason why they are playing mobile games.
The total respondents are 145 students from 213 students chosen based on criteria provided
by the researchers.
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Table 1 show the total number of respondent’s answers on their played game,
students were asked to choose three applications from given choices. On this table the
application “Mobile Legends” has the most votes which is 85.52% next is other preferred
application (69.66%) of the students followed by Free fire that have 53.59% percentage,
next is Clash of Clans that have 51.72%, followed by PUBG that have 20% and lastly the
games based on researcher’s respondent. This show that the students agree to the
statements that there is a positive effect on playing mobile games. According to Daphne
Bavalier (2012) When your child plays video games, it gives his brain a real workout. In
many video games, the skills required to win involve abstract and high-level thinking.
These skills are not even taught at school. Some of the mental skills enhanced by video
games include following instructions, problem solving and hand-eye coordination, fine
motor and spatial skills. In shooting games, the character may be running and shooting at
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Lagusan Rd. Tolentino West, Tagaytay City
games based on researcher’s respondent. This show that the students agree to the
statements that there is a negative effect on playing mobile games. According to Chris
Davis Falco, the first negative effect of mobile gaming is the potential for distraction when
performing another more important activity, such as driving. Video games should never be
played while driving. Some mobile games use the internet and have the ability to push
information and notifications to a player even when the player is not actively playing. The
game may send these alerts while a player is driving, and the player may not identify the
alert's origin as being from a game, or be tempted to check it anyways, creating a potentially
dangerous situation. Second is Loss of Productivity Distractions, many mobile games have
a social aspect, or rely on other players taking turns or participating in the game. In games
like this, it's common to have alerts and updates throughout the day about various things
happening in different games. It's also very tempting to take several minutes and quickly
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FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City
Chapter 5
This chapter presents the summary or the research work taken, the conclusions
drawn and the recommendation made as an outgrowth of the study. This study is on the
1.What are the common mobile games played by the Senior High School students?
The Common mobile game played of the senior high school students are the Mobile
Legends with a percentage of 85.52%, Other preferred applications with the percentage of
69.66% of the students followed by Free fire that have 53.59% percentage, next is Clash
of Clans that have 51.72%, followed by PUBG that have 20% and lastly the Game Rules
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The researchers assessed the positive effects of playing mobile games as agree with a grand
mean of 2.81.
The researchers assessed the negative effects of playing mobile games as agree
5.2 Conclusions:
Based on the findings of the study, the following conclusions are made;
1. The researchers conclude that most of the senior school students played the most
known games of the year like Mobile Legends, Free Fire, and other mobile games
2. The researchers conclude that most students play mobile games to relieve their
stress, spend their time and also to enhance their mental skills.
3. The researchers also concluded that most respondents spend their money for
playing those mobile games, also they learned bad words while playing mobile
games due to social interaction to other users and they spend their time playing than
sleeping at night.
5.3 Recommendation:
are presented:
1.The students must know both the positive and negative effects of playing
mobile games.
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2.The students should focus on building their limits on playing mobile games and
also know the importance of spending money on real life than on virtual world.
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References:
Ruggiero, B. (2008) Effects of Playing mobile games. Retrieved from
www.levelupmygame.comnegative-effects-of-gaming
Bavelier, D. (2012). Positive effects of playing mobile games. Retrieved from
https:/www.techwalla.com/articles/the-advantages-of-mobilephone-games
Falco, C.D. (2009) Negative effects of playing mobile games. Retrieved from
https://itstillworks.com/12516875/the-negative-effects-of-mobile-games
Jana, S. (2018, July 18) Positive and Negative Effects of Video game on teenagers.
Retrieved from www.momjunction.com
Anonymous (2018, July 9) 4 top health benefits of Playing Mobile Games. Retrieved
from www.vitadaily.ca/lifestyle
Anonymous (2016, May 30) The Positive effects of playing mobile gaming. Retrieved
from www.medium.com/@hit86game1
Benny, J (2018, February 14) Positive and Negative Effects of playing mobile games.
Retrieved From www.SpaceWhalesStudios
Tumbokon, R. (2018, October 6) 25+ Positive and Negative effects of video games.
Retrieved from www.raisesmartkid.com
Sharif, Z. (2019, February 19) 5 mind blowing Health Benefits of playing Mobile Games.
Retrieved from www.lifehack.com
Christopher, D. (2011, January 11) The Negative Effects of Electronics have on teens.
Retrieved from www.livestrong.com
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RESUME
PERSONAL INFORMATION:
Nick Name : Jan-Jan
Sex : Male
Age : 17
Date of Birth : January 13, 2002
Place of Birth : Bacolod City
Civil Status : Single
Citizenship : Filipino
Height : 5’5”
Weight : 50 kilos
Religion : Catholic
Name of Father : Jose Glenn M. Calvo
Name of Mother : Janice M. Calvo
QUALIFICATIONS:
Creative and Dedicated person
Adaptive to different working environment
Cooperative optimistic person
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God-fearing man
SKILLS:
EDUCATIONAL BACKGROUND:
CHARACTER REFERENCES:
Contact No.
Mrs.Luningning Del mundo
I hereby certify that the above information are true and correct to the
best of my knowledge and belief.
Applicant’ Signature
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RESUME
BRYAN V. BENITEZ
Camp Karingal QCPD Quarterings, A-204
Cell Phone No. 639772373276
E-mail Address: alphabryancharliedelta@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my knowledge
and develop my personality as a career person while utilizing my skills. To bring out and
harness the best of my potentials for the glory of God and for the benefit of my employer,
the community and myself in preparations for the future advancement to the top
management.
PERSONAL INFORMATION:
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QUALIFICATIONS:
SKILLS:
EDUCATIONAL BACKGROUND:
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MEMBERSHIP:
CHARACTER REFERENCES:
Contact No.
Lawrence Cabiles
Professor, Quezon City
I hereby certify that the above information are true and correct to the
best of my knowledge and belief.
Applicant’s Signature
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RESUME
PERSONAL INFORMATION:
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QUALIFICATIOS:
SKILLS:
EDUCATIONAL BACKGROUND:
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CHARACTER REFERENCES:
Contact No.
09071049117
•Paolo S. Borja
Teacher Talon National High School
I hereby certify that the above information are true and correct to the
best of my knowledge and belief.
Applicant’s Signature
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Resume
Jogie O. Magdadaro
Purok-169 Silang Crossing East Tagaytay City
Cell Phone No. 63957924548
E-mail Address: chinchinmagdadaro@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my knowledge
and develop my personality as a career person while utilizing my skills. To bring out and
harness the best of my potentials for the glory of God and for the benefit of my employer,
the community and myself in preparations for the future advancement to the top
management.
PERSONAL INFORMATION:
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QUALIFICATIONS:
Adaptive to different working environment
Cooperative optimistic person
God-fearing person
SKILLS:
EDUCATIONAL BACKGROUND:
CHARACTER REFERENCES:
Contact No.
Ms. Marion Hembrador
I hereby certify that the above information are true and correct to the
best of my knowledge and belief.
Applicant’ Signature
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Resume
Jogie O. Magdadaro
Purok-169 Silang Crossing East Tagaytay City
Cell Phone No. 63957924548
E-mail Address: chinchinmagdadaro@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my knowledge
and develop my personality as a career person while utilizing my skills. To bring out and
harness the best of my potentials for the glory of God and for the benefit of my employer,
the community and myself in preparations for the future advancement to the top
management.
PERSONAL INFORMATION:
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QUALIFICATIONS:
Adaptive to different working environment
Cooperative optimistic person
God-fearing person
SKILLS:
EDUCATIONAL BACKGROUND:
CHARACTER REFERENCES:
Contact No.
Ms. Marion Hembrador
I hereby certify that the above information are true and correct to the
best of my knowledge and belief.
Applicant’ Signature
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