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Narc Joven Thesis1 1
Narc Joven Thesis1 1
JOVEN G. TAGOSE
NOVEMBER 2021
i
APPROVAL SHEET
PANEL OF EXAMINERS
Abstract
Santos City. The Descriptive Research design was used where the researcher
manipulates the variable that is the different product formulations and a control
that playing video games serves a variety of purposes, including stress relief,
games. It also aids the player in making quick judgments in stressful situations,
strategic. Finally, when participants were asked how their online gaming
ACKNOWLEDGMENT
First and foremost, to Almighty God, all honors and praises be unto him.
opportunity to the researchers that have been finally able to accomplish this
study.
assistance during this academic year and completion of this research study;
researcher’s instructor and adviser for their generously precious time in giving
Ramon Magsaysay Memorial Colleges for their help and accommodation toward
TABLE OF CONTENTS
CONTENT PAGES
TITLE PAGE
APPROVAL SHEET i
ABSTRACT ii
ACKNOWLEDGMENT iii
TABLE OF CONTENTS iv
DEDICATION ix
I INTRODUCTION 1
Research Questions 3
Theoretical Lens 3
Definition of Terms 5
III METHODOLOGY 10
v
Research Design 10
Research Participants 11
Data Collection 11
Analysis of Data 11
Trustworthiness 12
Ethical Considerations 12
IV RESULTS 14
Participants 14
Categorization of Data 14
Thematic Analysis 15
Table 1 15
Table 2 17
Table 3 19
Chapter Summary 21
V DISCUSSIONS 24
Result 1 24
Result 2 24
Result 3 25
Result 4 25
Result 5 25
Result 6 26
Result 7 26
Result 8 27
vi
Result 9 27
Result 10 27
Result 11 28
28
Concluding Remarks 29
REFERENCES 30
APPENDICES
B Interview Guide 33
CURRICULUM VITAE 55
vii
List of Appendices
Appendix Page
B Interview Guide
List of Tables
Table Page
DEDICATION
guidance, power of mind, and protection and for giving us a healthy life to be able
stopped to help us to complete this project and also who always remind us to
make it on time. Her tremendous effort and patience to guide us and helped us to
better understand the key points throughout this research study. Furthermore,
our classmates who shared their words of advice and encouragement which
Also, this study is dedicated to our beloved parents who have been our
source of inspiration and strength throughout this research. Their love, and
Lastly, to the researchers, Effort and patience are the keys to completing
Chapter I
INTRODUCTION
In this Country, many teenagers are exposed to playing online games for
different reasons why they like it, it could be that they just want to leisure and
sometimes they make this as their hobbies and for the others some of it they play
online games to support their financial needs. People live an informative lifestyle
where they are always updated. Internet became one of the necessities of
productive work in schools, offices, and even at home. Nowadays, this can be a
person’s most efficient strategic tool for enabling himself to take charge and cope
and they target a variety of people of different ages. The addiction to the rivalry
and excitement of the games make them the most common recreational
programs for today's teenagers so they do anything to reach a higher level of the
game, they immerse in the game so much that they completely separate from
their surroundings. Challenging the obstacles and reaching a higher level of the
game, make the players excited, and losing the game makes them anxious (Dill,
K. E. 2018).
College students spending too much time in online games every week
distracted in school. Further, it’s where the attention of the child was divided that
even their health and social life were unknowingly affected. Some reason they
take their hobby too far which can lead to the problem of getting lower grades in
academic performance and believed to have effects and contribute to the mental
health and social anxiety that students lack time for more important activities like
struggle to keep their playing habits under control, and much more importance on
their gaming accomplishments than their happiness and success in the world
becomes more of a concern for parents, families, and those in the mental health
Criminology students or some of the people that are exposed to online games
addiction and help the researcher to develop a study about online games. To
make inspired them to become a responsible player of online games, and thus
The study aims to collect, record, and analyze the extent of Lived
the recorded data from the responses of the informants in the interview
conducted.
Research Question
the following;
online games?
1.3. How does an online game affect the lives of the participants?
Theoretical Lens
Students Online Gamers. This Theory shows the alignment with motivation
expectedly theory and accentuates the gamers affect to achieve goals. These
even expound the need for specify a Gamers style or behavior that best fits to all
improving a reaction time, mental flexibility and improved spatial abilities, as well
Through this theory, the research could find out and prove that it needs to
criminology student with their academic performance and their social behavior.
The purpose of the study is to find the implication of online gaming to academic
being expose in playing online games. Thus, the result of this study bringing
and skill in conducting this study to make it successful about Lived Experience of
Lastly, to the School and Teachers, that they spread and notice the
students to make them educate their self to regulate playing online games which
can focus on studying goals. Through this research, teacher may also
purposefully discover how online games affect lives of the student. With the
result of this study, it can help to identify what effects will come if studying and
includes the possible impacts of online games to student that associated with
Definition of Terms
crime and various agencies of justice as they operate and react to crime,
criminals and victims. Criminology is the body of knowledge regarding crime and
Chapter II
conclusions and other which are highly relevant to this present study.
of life, the capacity to interact with people digitally has become increasingly
and yet this level of connectivity spreads to the web. Thanks to enormous
widespread than ever before. Communication with people from various countries
who speak another language has never been simpler because of social networks
and internet gaming. The demand for English, one of the world's most widely
spoken languages, is higher than ever, but many Puerto Rican schools are
2016.
Educators have considered online games as a viable path for increasing learning
and generating authentic environments for learners for more than a decade.
learn specific topics. As stated, by Ortiz de Gortari and Griffiths (2015) this
process is Games Transfer Phenomena (GTP). GTP arises when video gamers
behaviors. The Tetris effect, named after the iconic Russian puzzle game, is
games that their ideas and even dreams are shaped by them (Curtis 2012). GTP
has been studied by researchers from various fields of cognitive science, and it
has been hypothesized that playing games like Tetris could help lessen
symptoms of posttraumatic stress disorder. (Holmes et al. 2009). While this could
active link between online gaming and real-life experiences. Depression was
found to be a result of all types of gaming and an antecedent for both engaged
and problematic gamers in this study (Krossbakken et al., 2018). This study was
unique because of its approach of gaining insight into the possible differences
stronger in individuals with addictive habits (Wang et al., 2018; Bonnaire and
of gamers who were considered to have addictive habits towards internet gaming
(Wang et al., 2018; Bonnaire and Baptista, 2019). Additionally, researchers have
(DS) and gaming time and engagement (Chang and Lin, 2019). The same study
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reported gamers who use online games as an escape coping mechanism may be
play games, games have frequently been associated with children's leisure
activities in informal situations. As a result, game players will use and learn the
As a result, game players will use and learn the language in order to
2016).
were studied, and it was discovered that having fun while learning is vital. This is
also reasonable, because students who seem to be tired or really do not see the
worth in a program are less inclined to use it. Because they increase pleasure,
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into their class plans. Instructors should make a concerted effort to give
resulting in increased ability and confidence. The underlying worth of such a tool
is that it boosts students' passion for participation in such activities while also
their English abilities. In the long term, any interaction in the target language or
with the target culture will increase learners' confidence, motivation, and ability.
Chapter III
METHODOLOGY
This chapter presents the research design and the role of the researcher
Research Design
manipulates the variable that is the different product formulations and a control
to talk about things that may be very personal to them. Sometimes the
experiences being explored are fresh in the participant’s mind, whereas on other
occasions reliving past experiences may be difficult. However, the data are being
and their data. Mechanisms for such safeguarding must be clearly articulated to
Research Participants
Magsaysay Memorial College, General Santos City. These Respondents are the
students that are gamers in online games and exposed in playing it.
Data Collection
In this research, the approval and permission to conduct the study will be
First, the researchers will prepare survey questionnaires that will validated
by the adviser and other professionals. Second, the researcher will provide
picture for documentary during survey interview by the respondents. And lastly,
The Data gathered were collected by the researchers and analyze to determine
the narrative reason of the respondent in a way which can produce accurate
information.
Analysis of Data
the specific statement in order for this study to be reliable identifying significant
patterns which collected and analyze in systematic and finally draw the meaning
Using the data that be gathered from the survey interview, the researchers
First, the researchers will identify the criminology student online gamers.
Trustworthiness
procedures that will be permitted in the research site and participants prior to
allowing them to conduct the study. Next, the researchers secure a letter of
Colleges, in which allowing them to conduct this study. And finally, the
researchers will provide a consent for the respondent who are the criminology
student online gamers. This would be the basis of credibility of the researchers
confidently use detailed descriptions to show that the research study can be
Ethical Considerations
in online gaming. Participants should always be aware of the information that has
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been obtained and is being recorded, and consent to it. Sometimes this cannot
be achieved easily and conflicts may happen, as in studies of cultural and ethical
this should focus on the risk to benefit to all. Researchers can use triangulation to
show that the research study are credible and how the researchers demonstrates
that the research study findings are applicable to similar situations, and
Chapter IV
RESULTS
This chapter represents the results of the interview conducted among the
participants, the Categorization of Data, and the Chapter Summary of this Study
Participants
Participants for this study were chosen from among Ramon Magsaysay
Memorial Colleges' criminology students who play online games. The five (5)
Categorization of Data
When questioned about their experiences with online gaming, the participants
gave a variety of responses, as shown in the table. Their replies were divided
into two categories: Effects and realization. It emerges that some of the
participants. When asked their point of view in playing online games, the
demonstrate that different cluster themes emerged from effects and were
Table 2
When the question experiences the participants often feel about playing
but it becomes their stress reliever. For others, it affects their classes but it also
gives happiness and generates friends. The thread in their responses was based
answers were given by the participants regarding this question like trash talks,
bad words, no signal, slow internet connection, bullying and pressured. The
findings showed that the cluster themes originated with from multiple responses
Table 3
9. To play moderately
2.Challenges
10. Self-control
11. To manage time (2)
12. To focus on studies 3.Awareness
13. To find stable connection
14. To manage time
When participants asked how they deal with those difficulties, the
participants' responses varied, but all led to the awareness that the emergent
theme generates. When participants asked if these internet games had an impact
on their families, all of the participants said "Yes," although their answers varied.
Their responses were patterned after the facts, with challenges as the emerging
theme.
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Based on the participants, when asked about the things they like during
playing online games, participants gave different responses that games are
played in moderation and with mindfulness, they are a viable source of stress
theme. Finally, when participants asked about their experience in online playing
affect their studies, the participants' responses pointed too personal answers and
Chapter Summary
Based on the result of the study wherein shown in the table above reflects
the lived experiences of all participants who were exposed to playing online
games.
were divided into two categories: Effects and realization. it emerges that some
of the participants. When asked their point of view in playing online games, the
demonstrate that different cluster themes emerged from effects and were
When the question experiences the participants often feel about playing
but it becomes their stress reliever. For others, it affects their classes but it also
gives happiness and generates friends. The thread in their responses was based
Varied answers were given by the participants regarding this question like trash
talks, bad words, no signal, slow internet connection, bullying and pressured. The
findings showed that the cluster themes originated with from multiple responses
When participants asked how they deal with those difficulties, the
participants' responses varied, but all led to the awareness that the emergent
theme generates. When participants asked if these internet games had an impact
on their families, all of the participants said "Yes," although their answers varied.
Their responses were patterned after the facts, with challenges as the emerging
theme.
Based on the participants, When asked about the things they like during
playing online games, participants gave different responses that games are
played in moderation and with mindfulness, they are a viable source of stress
theme. Finally, when participants asked about their experience in online playing
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affect their studies, the participants' responses pointed too personal answers and
Chapter V
DISCUSSIONS
The implications of the findings for practice and future study, as well as
Result 1
playing online games, Participant 1 views online games as a waste of time and
Meanwhile, participant 3 stated that playing online games is enjoyable. The final
reliever. The data demonstrate that different cluster themes emerged from the
effects.
Result 2
experiences with online gaming were both a hindrance to studies and a source of
fun. In the meantime, participant 4 stated that it was stressful but enjoyable at the
same time. For the last participant, it gives tranquility and took away boredom.
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Finally, It emerge that their replies were divided into two categories: effects and
realization.
Result 3
When asked about how was their experience in playing online games,
Result 4
participant, it helped him develop his skills and strategies. So that, the prevailing
Result 5
happiness and pleasure. For participant 3 stated it was the stress reliever.
as participant 1 also participant 5 feel the same way they got fatigue. Finally, the
thread in their responses was based on the generated emergent theme which is
multiple effects.
Result 6
Varied answers were given by the participants regarding this question like
trash talks, bad words, no signal, slow internet connection, bullying and
dislikes hearing trash talk. Participant 2 dislikes the same concept while playing
online games. These are trash talks and insults. Apart from trash talking,
participant 3 dislikes the lack of signal and the poor internet connections. Poor
internet connection and trash talk are two other issues that the next participant
dislikes. While being pressured aside from trash talking are the issues participant
5 dislikes. Finally, the cluster themes originated with from multiple responses and
Result 7
When asked about the things they like about playing online games,
participants gave different responses. The only thing participant 1 wants when
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and the ability to add friends. The next individual, like participant 2, wants to
communicate with others and make friends. Meanwhile, participant 4 desires the
amusement it provides. While the last participant wants the power it gives.
Result 8
When questioned about the problems they had encountered when playing
online games, the participants all gave various answers. Participant 1 unable to
submit school requirement on time. Participant 2 had issues with his internet
experiencing slow internet connection aside from missing school projects. The
created emerging themes that battled those cluster answers were grouped.
Result 9
When asked how they deal with those difficulties, the participants'
stable connection. Participant 5 will deal with his problem through time
management. but all led to the awareness that the emergent theme generates.
Result 10
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When asked if these internet games had an impact on their families, all of
the participants said "Yes," although their answers varied. Participant 1 admitted
to being unable to assist his family. Participant 2 is unable to aid his family for the
same reason as participant 1. Participant 3 also has the same reason. In the
meantime, participant 4 has little time for family bonding and has abandoned his
parents. While the last participant also has no time for family bonding. Their
responses were patterned after the facts, with challenges as the emerging
theme.
Result 11
Finally, when asked about their experience in online playing affecting their
said it affects his studies for it gives him relief. Sometimes he doesn’t have time
for studies. Participant 2 almost failed in his class. For participant 3, it gives him
grade. While participant 5, he also misses his school requirements and these all
Implication of Practice
who are playing online games, allowing them to monitor their students and
provide an aid to help them focus on their studies without becoming distracted.
This research will also assist teachers and facilitators in guiding students and
This research serves as a good example and resources for future RMMC
researchers. The findings of this study are frequently used as a springboard for
further research into students’ online gaming engagement. There is a need for a
Concluding Remarks
school administrators to better understand why students play online games and
what the educational ramifications are. Because, according to the findings of this
study, all of the participants were influenced by their peers, and the majority of
them play online games to relieve stress, to feel at ease, and the majority of them
claim that playing online games has an impact on their studies, such as missing
class and being distracted, time management is essential. Other academics may
gain useful insights into the student's engagement with online games, allowing
References
Adachi, P. J., & Willoughby, T. (2019). More than just fun and games: The
longitudinal relationships between strategic video games, self-reported
problem solving skills, and academic grades. Journal of Youth and
Adolescence, 42, 1041– 1052. doi:10.1007/s10964-013-9913-9
Anderson, C. A., & Dill, K. E. (2018). Video games and aggressive thoughts,
feelings, and behavior in the laboratory and in life. Journal of Personality
and Social Psychology, 78, 772- 790 .
Anderson, C. A., Gentile, D. A., & Dill, K. E. (2018). Prosocial, antisocial, and
other effects of recreational video games. In D. G. Singer & J. L. Singer
(Eds.), Handbook of children and the media (2nd ed.) (pp. 249-272).
Thousand Oaks, CA: Sage.
Bavelier, D., Achtman, R. L., Mani, M., & Föcker, J. (2016). Neural bases of
selective attention in action video game players. Vision Research,
61, 132– 143. doi:10.1016/j.visres.2011.08.007
Bavelier, D., & Davidson, R. J. (2017). Brain training: Games to do you good.
Nature, 494, 425– 426. doi:10.1038/494425a Chan, P. A., 8c
Rabinowitz,
Cordes, C., & Miller, E. (2018). Fool's gold: A critical look at computers in
childhood. College Park, MD: Alliance for Childhood.
Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., &
DeCoster, J. (2019). Effect of playing violent video games
cooperatively or competitively on subsequent cooperative.
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Appendix A
LETTER OF CONSENT
information with you and invite you to be part of this research. Before you decide,
you may talk to anyone you feel comfortable with about the study.
This consent form may contain words that are not so clear to you, please
feel free to ask questions. We desire to dig deeper to understand more about the
will take about thirty minutes. We invite you to take part in this research because
You may change your mind later and stop participating even if you agreed
earlier. You will be given an opportunity at the end of the interview to review your
33
response, and you may also ask to modify or removed portions of those in case
researcher will be present during the interview. There is a risk with the idea that
you may share some personal or confidential information by change, or that you
may feel uneasy talking about some of the tropics. You do not have to answer
questions/s is/are too personal or if talking about them makes you feel
uncomfortable.
Your participation is likely to help find out more about the “Lived
draw attention, and if you participate, you may be asked by the other people. We
will not be sharing information about you with anyone outside this research work.
Any information about you will have a number assigned instead of your name.
Solely, the researcher will know that your number is and will lock that information
up. We will ask you not to talk other people about what was said or shared. We
will, in other words, request you to keep what will be discussed confidentially.
You should know however, that I cannot stop or prevent participants who will be
Researchers
Appendix B
online games?
it?
so?
encounter during
Why?
experience affecting
Appendix C
Enjoyment ‘’
class.
12. Participant no.1: ang Online games kay isa sa maka affect sa imong
14. Participant no.1: maka ingun ko ana kay even do di kaau ko player sa
online but as I observed daghan ang students na affectuhan jud ilang pag
skwela like late naka maka submit ug mga activities ug di naka makahimo
15. Researcher’s: What is the experience your often feel about playing online
games?
16. Participant no.1: actually, kapoy sya pag dili moderately imong pag dula,
lalo na’t hati imong oras sa studies. Ok raman sya kay pang stress reliever
man ang online games pero pag mas e focus nimo sya ma affected jud
iban na students.
19. Researcher’s: What are the things you don`t like to encounter during
20. Participant no.1: sa pag dula ug online games ang pinaka dili nako gusto
ma encounter kay ang pag trashtalk, pag isturya ug dili maau sa imong
opponent.
21. Researcher’s: What are the things you like during playing online games?
Why?
22. Participant no.1: Sa pag dulag online games, makahatag nag stress
reliever atua as student lalo na’t daghan tag gina asikaso sa school.
39
23. Researcher’s: What are the difficulties that you have encountered during
24. Participant no.1: dili na maka pasag mga requirements kay tungod rush
26. Participant no.1: play moderately lang para di sya maka hatag ug bad
27. Researchers: Was your family affected with these online games that you
buhatunon sa balay.
29. Researchers: Was your experience affecting your study? Can you give us
more details?
satua as stress reliever after being exhaust in school wok. But kung mag
dula na halos wala kay time manage, that time na maka apekto jud ang
36. Participant no.2: okay lang kay player man sad ko, pampawala ug stress
lang lang nako pero dapat may time management lang jud kay student
man.
37. Researcher’s: How was your experience with playing online games?
38. Participant no.2: makalingaw tapos maka apil kay mga tournament
40. Participant no.2: makalingaw pero usahay ma badtrip sad ka kay kalas
43. Researcher’s: What is the experience your often feel about playing online
games?
46. Participant no.2: malingaw ko mag dula lalo na’t sabay nako mga friends
nako ug isa sad sya sa rason maka social interact ko sa iban tao.
47. Researcher’s: What are the things you don`t like to encounter during
48. Participant no.2: trashtalking, imbis naa nakay diploma ingnan pakag
49. Researcher’s: What are the things you like during playing online games?
Why?
50. Participant no.2: maka social interact ko sa iban tao, ug maka daghan ug
friends.
53. Researcher’s: What are the difficulties that you have encountered during
54. Participant no.2: hinay internet, kalas ug load, kalas ug kwarta, ug daghan
shool.
56. Participants no.2: hmm. Kuan, self-control lang as player, ug time manage
57. Researcher’s: Was your family affected with these online games that you
play?
59. Researcher’s: Was your experience affecting your study? Can you give us
more details?
60. Participant no.2: yes. Kay naka experience ko na hapit ma bagsak tungod
aning online games. Maka hatag syag stress reliever as student after
69. Researcher: How was your experience with playing online games?
70. Participant no.3: para sa akoa as student, pag too much experience na
maka guba syag studies kay dira na nimo mahatag imong oras tanan.
74. Participant no.3: usahay maka wala ug focus sap ag skwela. Usahay
75. Researcher’s: What is the experience your often feel about playing online
games?
78. Participant no.3: syempre kanang kaau ka gikan school work unya single
malipay.
79. Researcher’s: What are the things you don`t like to encounter during
80. Participant no.3: kanang walay signal, kanang di sad nako ma control
sarili nako sa mga opponent nako na grabe mang trashtalk ug mag sulti
ug di mayo.
81. Researcher’s: What are the things you like during playing online games?
Why?
82. Participant no.3: maka dagdag ug mga friends. Maka hatag ug social
83. Researcher’s: What are the difficulties that you have encountered during
88. Participant no.3: mag focus sa studies ug mag set ug time management.
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89. Researcher’s: Was your family affected with these online games that you
91. Researcher’s: Was your experience affecting your study? Can you give us
more details?
92. Participant no.3: yes. Even do ang online platform na maka hatag ug
schoolwork. But e isipon sad natu na too much playing is makadaot sad
tungod mas mahatagan pag time ang online games kesa sa pag skwela
reliever sya.
102. Participant no.4: sometimes maka stress lalo na’t mapilde. Pero
104. Participant no.4: may time na makalagut na halos mag taas imong
temper sa sarili.
106. Participant no.4: enjoy pampastress reliever sya lalo na’t dahan
buhatunon sa school.
107. Researcher’s: What is the experience your often feel about playing
online games?
109. Researcher’s: What are the things you don`t like to encounter
trashtalking, ug bullying.
111. Researcher’s: What are the things you like during playing online
games?
112. Participant no.4: syempre as student, maka lingaw sya pag free
113. Researcher’s: What are the difficulties that you have encountered
masugo.
119. Researcher’s: Was your family affected with these online games
120. Participant no.4: yes kay wala nakoy time makig bonding sa ilaha.
Naa rako sa kwarto nako permi naga dula ug wala nako ga paminaw sa
ilaha.
121. Researcher’s: Was your family affected with these online games
122. Participant no.4: yes. Kay tungod aning online games daghan kog
concentration sa tao.
138. Participant no.5: di lang sya pampawala ug stress kay kung maau
139. Researcher’s: What is the experience your often feel about playing
online games?
48
141. Researcher’s: What are the things you don`t like to encounter
143. Researcher’s: What are the things you like during playing online
games?
or ma level up.
145. Researcher’s: What are the difficulties that you have encountered
146. Participant no.5: Hinay internet ug lag kaau tapos sugoon while ga
online games
149. Researcher’s: Was your family affected with these online games
152. Participant no.5: kay wala nakoy time sa ilaha. Unahon pang dula
kesa sa sugo nila. Tas suko na sila sakoa kay sila pay ga hatag ug
153. Researcher’s: Was your family affected with these online games
Appendix D
Letter Request to the Validation
RAMON MAGSAYSAY MEMORIAL COLLEGES
Pioneer Avenue, General Santos City
Sir/Ma’am:
Greetings of peace
The undersigned are Bachelor of Science in Criminal and Justice were currently
conducting a study entitled “LIVED EXPERIENCES OF CRIMINOLOGY
STUDENT – ONLINE GAMERS: A Phenomenology of Temporal Happiness
and Enjoyment” as required for the Criminological Research 1 (CRIM7).
In line with this, the researchers humbly requesting for your expertise to validate
the survey questionnaire comments and suggestions will be helpful in finalizing
this research to be used in data gathering.
May this humble request merit your favorable response.
Respectfully yours,
Noted by:
Appendix E
VALIDATION SHEET
To the Evaluator: Kindly check the column which fits your evaluation for the item.
Items YES NO
ETHICS
ARTISTRY
RIGOR
11. Coherence of the research question with the research paradigm is evident.
13. Questions are focused and expressed in a concise manner as to be workable and
researchable.
15. Questions are sequenced in logical order asking the highest priority first. Opinion
16. Number of questions can be covered within 60-90 minutes, not exceeding 15
open-ended items (probes excluded) for every research questions, except special
cases.
___________________________________
Appendix F
Legends:
Appendix G
Letter of Request to Conduct Study
RAMON MAGSAYSAY MEMORIAL COLLEGES
Pioneer Avenue, General Santos City
Sir/Ma’am:
Greetings of peace!
Respectfully yours,
Checked By:
Noted by:
Appendix H
Plagiarism Checker Result
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CURRICULUM VITAE
Email: ongkoyquimadox@gmail.com
Personal Data
Nickname : Ton-Ton
Age : 22
Sex : Male
Height : 5’7
Weight : 72kg
Citizenship : Filipino
Special Skills:
57
Educational Background:
2013 – 2018
2006 - 2013
MEMBERSHIP ON ORGANIZATIONS
JOVEN G. TAGOSE
Email: jovenvillasorgenelasotagose28@gmail.com
Personal Data
Nickname : Ven
Age : 21
Sex : Male
Height : 5’6
Weight : 60kg
Citizenship : Filipino
Special Skills:
Educational Background:
2013 – 2018
2006 - 2013
MEMBERSHIP ON ORGANIZATIONS