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RESEARCH 1- PHYSICAL SCIENCE

Power on the Go: Building a Self - Charging Electric

Bank from Mechanical Stress

MEMBERS:

Justin Rain G. Barbo

Brix Gel B. Carera

Ardeen P. Intendencia

Christine Jane G. Ramos


CHAPTER 1

INTRODUCTION

A.BACKGROUND OF THE STUDY:


The global demand for portable electronics continues to surge, Spearheaded
by the ubiquitous presence of smartphones. At 2023 report by IDC (International
Data Corporation), a leading market intelligence firm, predicts as staggering 1.5
billion smartphone shipments in 2024 alone. This ever-increasing reliance on
portable devices underscores the critical need for convenient and reliable power
solutions.

However, traditional power banks, while offering the convenience of on-the-


go charging, present significant limitations. They’re dependence on external
recharging hinders their overall usefulness. Frequent top-ups are required,
especially for users who heavily rely on their devices. Additionally, the bulky size
of power banks with higher capacities can be cumbersome to carry around,
posing a challenge for mobile individuals.

Current power bank technology prioritizes portability and capacity. While


these are undoubtedly crucial aspects, a significant gap exist in the development
off self-sustaining power banks that can recharge themselves through readily
available ambient energy sources.

Existing attempts at self-charging power banks often on solar panels. While


this approach offers a degree of sustainability, its effectiveness is severely
hampered by limitations. Solar panels require sunlight to function, rendering
them useless indoors or in low-light environments. This significantly restricts
their usability in many every day scenarios.

This research aims to address the aforementioned that by exploring the


feasibility of a novel power bank the sign that utilizes vibrations from mechanical
stress to generate its own electricity. This project delves into the development of
a self-regenerating electric bank that leverages piezoelectric materials. This
ingenious materials possess the unique ability to convert vibrations from
everyday activities into usable electricity.

This self-regenerating power bank would address the limitations of


traditional power bank by offering the ability to continuously recharge itself
through the user’s movements. Imagine a power bank that eliminates the need
for external power sources, constantly replenishing its own charge as you go
about your day!

Furthermore, unlike traditional portable power banks, this design could be a


stationary unit placed on a frequently used surface like a desk or a countertop.
This eliminates the need to constantly carry it around, further enhancing user
convenience.

The potential for a larger form factor, compared to portable power banks,
allows for a bigger international battery. This translates to greater charging
capabilities, enabling the power bank to handle the demands of multiple devices
are longer charging cycles.

By bridging this research gap, this project has aspires to create a more
sustainable and convenient power solution for users of portable electronics. The
self-regenerating electric bank, harnessing the power of everyday vibrations, has
the potential to revolutionize the way we keep our devices powered and
connected.
B.STATEMENT OF THE PROBLEM:
The rising temperature this summer has led to students using an excessive
amount of electricity resulting in unexpected power outage. The overall objective of
this study is to provide a solution to sudden power interruptions in Dipaculao
National High School.

Specifically, it answers the following questions:

1. What mechanical stress is used to produce electricity?

2. How much electricity is stored in the electric bank?

3. What common appliances can you use to test the electric banks
functionality?

A. Lights
B. Electric fans
C. Televisions

4. Can the electric bank support an entire room? How about the entire school?
C.HYPOTHESIS:
If a piezoelectric material is incorporated into the casing of an electric bank
and strategically positioned to capture vibrations from footsteps, then the electric
bank can harvest a small amount of electrical energy from these vibrations,
potentially extending its overall charge life.
D.SIGNIFICANCE OF THE STUDY:

SIGNIFICANCE TO THE COMMUNITY

This study provides significant contributions to the community by lowering


dependency on conventional power sources. This may lead to a more sustainable
future by reducing our reliance on fossil fuels. This technology has the potential to
transform locations with limited access to electricity. A self-regenerating electric
bank could offer a dependable source of portable power for critical electronics.
Furthermore, it may be necessary for some establishments, particularly during a
blackout or an emergency.

SIGNIFICANCE TO THE RESEARCHERS

This study investigates gathering energy from novel source: mechanical stress.
Success in this area could lead to new uses for wearable or integrated energy sources, and
even if the initial design isn’t perfect, the research will provide significant information on
converting mechanical energy to electricity. This information may be utilized to increase the
efficiency of future energy harvesting systems. The research could involve inventing new
materials or investigating the qualities of current ones in terms of mechanical and energy
generation. This knowledge may have applications beyond the device being studied.

SIGNIFICANCE TO FUTURE RESEARCHERS

The results of this study could act as a springboard for future research into
piezoelectricity and energy harvesting. It would illustrate the viability of generating
electric power from normal mechanical stress. Future academics could build on this
discovery by looking into methods to improve the design’s efficiency. This could
include developing novel materials or improving how mechanical stress id
transformed into electricity. The concept of a self-charging power bank may
motivate researchers to create more applications for piezoelectric energy harvesting.
This could result in new wearable technology or methods for powering small devices
in remotes regions.
E.SCOPE AND DELIMITATION OF THE STUDY:

This research explores the development of a new electric bank concept that
utilizes piezoelectric or electromagnetic mechanisms everyday activities into usable
electrical energy.

The main focus is on the design and creation of a functional prototype to


demonstrate the feasibility of this self-renewing energy source. This study
investigates two main energy conversion methods: piezoelectric and
electromagnetism. The study will compare and analyze these mechanisms and select
the best option for the prototype based on factors such as efficiency, size limitations,
and common vibrations frequencies encountered during daily activities.

Our focus is on integrating small rechargeable batteries or super capacitors to


store the electrical energy generated. When selecting the optimal storage solution,
this study considers factors such as capacity, discharge rate, and possible self-
discharge characteristics. The basic circuit is designed to manage the energy
obtained. These include voltage regulation and potential conversion to usable
voltage regulation and potential conversion to usable voltage levels suitable for
powering low-power electronic devices. A functional prototype of an electric bank is
developed to demonstrate the core concept of converting vibrations into usable
electric power. The prototype includes an harvesting mechanism, energy storage
components, and power management circuitry. This study focuses on the technical
feasibility and core features of a self-regenerating electric bank.

CHAPTER 2

REVIEW OF RELATED LITERATURE


According to Mukherjee et al., 2007; Singh & Majumdar, 2019. Holy basil (Ocimum

sanctum) belongs to the to the Lamiaceae family and is native to the Indian

subcontinent, where it has been cultivated for thousands of years. (Cohen, 2014.)

Holy basil holds a special place in traditional medicine systems, including Ayurveda,

Siddha, and Traditional Chinese Medicine, due to its therapeutic properties and

numerous health benefits (Singh & Majumdar, 2019).


ABSTRACT

Title: Effects of Mobile Legends on the Academic Performance of Grade 10

Students of Dipaculao National High School

Researcher: Jerick G. Milar

Zyrell Justin Meru

Mike Tumel-ang

John Karl P. Nape-ek

John Lloyd T. Cayao

Grade/Section: Grade-10 Amorsolo

Teacher: Mrs. Angelou Belen/

Mrs. Rona Gonzales

School: Dipaculao National High School, Mucdol, Dipaculao

Aurora
Rationale/Background

This study tried to describe the perceptions of Grade 10 students of Dipaculao

National High School, Mucdol, Dipaculao, Aurora about The Effects of Mobile

Legends on the Academic Performance of Grade 10 Students of DNHS. To

accomplish this study, the researcher used the Simple Random Sampling Method. The

respondents of this study are the 39 selected Grade 10 students of Dipaculao National

High School, Mucdol, Dipaculao, Aurora because the researchers noticed that most of

them are addicted to this game called Mobile Legend. This research was conducted at

the data gathered in this study are tallied, analyzed, and interpreted using frequency

counts and percentages.


CHAPTER I

THE PROBLEM AND ITS SETTING

INTRODUCTION

Along with the Evolution of technology, computers continue to upgrade as

well until the time that computer has now mobile phones which becomes a part of

man’s everyday life that are hooked to computers. Mobile Phones can now edit

documents from your pc, play mini-games, search for the information you need using

the Internet, save documents from your pc, and play online games. It’s like an all-in-

one gadget that can do all things you want anytime you need it.

In recent years, the rise of mobile gaming has captivated the attention of

millions of players around the world. Mobile Legends: Bang Bang, a highly popular

Multiplayer Online Battle Arena (MOBA) game developed by Shanghai Moonton

Technology, a game development company based in Kuala Lumpur, Malaysia

emerged as one of the prominent contenders in the mobile gaming industry in the

world.

Mobile Legends: Bang Bang offers players an immersive experience by

providing intense 5V5 battles, strategic gameplay, and a sense of achievement

through skill progression. With its accessibility, portability, and addictive nature, the

game has gained a significant following among students, particularly those in the
adolescent age group. Because of its addictiveness, it gave a negative effect on the

user. Putting too much into this game makes many people especially teenagers less

productive.

A young man from the United Kingdom (UK) went blind after spending 24

hours playing with his gadget. A young man from our own country, Michael

Tumugan, was reported to have admitted on Facebook that his addiction to the online

game named “Mobile Legends: Bang Bang” led to his illness. He died on June 1,

2022, because of Stage 4 Colon Cancer. Tumugan himself confessed that he acquired

the disease after he frequently deprived himself of sleep and skipped meals just to

play the game. It is according to Boholchronicle Website.

It is very alarming to hear some news about game addiction being one of the

causes of health issues for some people here in our country and in other parts of the

world. Because of the great quality of the game and it's a great time-killer, some of

the students have forgotten to do their tasks and responsibilities. Even eating a meal

can't fall under their schedule because it was all used in playing Mobile Legends. It

can adversely affect students' study habits, grades, and social interaction with others.

In other words, Mobile Legend can affect people in their physical and mental health.

That’s why we conducted this research.

This will tackle the possible effects on the Academic Performance of a student

playing Mobile Legends uncontrollably. It will also discuss what will a student going
to face if he/she will continue playing too much. At the end of this research, it will

leave everyone with some knowledge about the circumstances that might happen to

them and some tips on how to control their addiction to playing Mobile Legends and

make their Academic Performance not affected by it.


STATEMENT OF THE PROBLEM

This study aims to determine the effect of mobile legends on the academic

performance of the selected junior high students of Dipaculao National High School.

The respondents of the study will be selected by the use of proportionate sampling.

This study sought to answer the following questions:

1. Describe the profile of the respondents in terms of:

A. Name(Optional);

B. Section;

C. Age;

D. Sex;

E. Daily Allowance;

2. How many hours do students spend playing Mobile Legends?

3. How it will affect the academic performance of the student?

4. How do they do their requirements at school and play Mobile Legends at the

same time?
HYPOTHESIS

In our study, playing Mobile Legends has a very high effect on students

because of distraction. Many of them had a problem finishing their requirements

which leads them to a stressful rushing. This is because they chose to play instead of

doing it.

SIGNIFICANCE OF THE STUDY

The study is conducted to collect information on selected Grade 10 students of

Dipaculao National High School in the year 2019-2020 regarding the effects of

Mobile Legends on their academic performance. This study is very helpful because

those who responded to the survey can help relate their thoughts and ideas to the

following:

To High School Students: High School students especially Grade 10 students

that do not play online games can get tips and ideas about how online gaming affects

the academic performance of a student.


To Readers: Readers can get information about how online gaming affects

the academic performance of Grade 10 students of Dipaculao National High School in

the year 2019-2020

To Teachers: Teachers will become more conscious of their student’s

academic performance.
SCOPE AND DELIMITATION OF THE STUDY

This study is limited only to Dipaculao National High School junior students

during the school year 2019-2020. Determining the effects of addiction on mobile

legends no academic performance is the focus of this research. The information

needed will be gathered using narrative research.

DEFINITION OF TERMS

• Academic Performance (Academic Achievement) - the extent to which a

student, teacher, or institution has attained their short or long-term educational

benchmarks such as secondary school diplomas and bachelor’s degrees

represent academic achievement.

• Addiction – a psychological and physical inability to stop consuming a

chemical, drug, activity, or substance, even though it is causing psychological

and physical harm. In these circumstances, a person has a behavioral

addiction. Addiction is a chronic disease that can also result from taking

medications.
• Adolescence – a transitional stage of physical and psychological development

that generally occurs during the period from puberty to legal adulthood.

Adolescence is usually associated with the teenage years, but its physical,

psychological, or cultural expressions may begin earlier and end later.

• Anxiety – your body’s natural response to stress. It’s a feeling of fear or

apprehension about what’s to come. But if your feelings of anxiety are

extreme, last for longer than six months, and are interfering with your life, you

may have an anxiety disorder.

• Depression (major depressive disorder) – is a common and serious medical

illness that negatively affects how you feel, the way you think, and how you

act. Fortunately, it is also treatable. Depression causes feelings of sadness

and/or a loss of interest in activities once enjoyed. It can lead to a variety of

emotional and physical problems and can decrease a person’s ability to

function at work and at home.


• GPA (grade point average) – typically calculated by adding all the numbered

grades you’ve received and dividing them by the number of credits you’ve

taken. In high school, it’s simply a matter of tallying your grades and dividing

that total by the number of classes.

• Locus – a place where something happens or the central area of interest in

something being discussed.

• Loneliness – a complex and usually unpleasant emotional response to

isolation. Loneliness typically includes anxious feelings about a lack of

connection or communication with other beings, both in the present and

extending into the future.

• Mobile Legends – a 5v5 MOBA for handheld devices that offers a variety of

playable heroes, games mode, and intense, fast-paced gameplay. With controls

optimized for touchscreen devices, players can quickly get set up to play a

match against other players in real-time.


• Multiplayer – a mode of play for computer games and video games where

two or more gamers can play in the same game at the same time, cooperatively

as a clan (or team) or head-to-head competitively (often referred to as

deathmatch).

• Narrative research – a term that subsumes a group of approaches that in turn

rely on the written or spoken words or visual representation of individuals.

These approaches typically focus on the lives of individuals as told through

their own stories.

• Online games – refer to games that are played over some form of computer

network, most often the Internet. Online games can range from simple text-

based games to games incorporating complex graphics and virtual worlds

populated by many players simultaneously.


• Psychology – the scientific study of the mind and behavior, according to the

American Psychological Association. It is a multifaceted discipline and

includes many sub-fields of study such areas as human development, sports,

health, clinical, social behavior, and cognitive processes.

• Requirement – a singular documented physical or functional need that a

particular design, product, or process aims to satisfy.

• Video game – an electronic game that involves interaction with a user

interface to generate visual feedback on a two- or three-dimensional video

display device such as a touchscreen, virtual reality headset, or monitor/TV

set. The electronic systems used to play video games are called platforms.
CHAPTER II

REVIEW ON RELATED LITERATURE

LOCAL LITERATURE

Mobile Legends: Bang Bang is a popular mobile multiplayer online battle

arena (MOBA) game developed and published by Moonton. It is a free-to-play game

that is available on both iOS and Android platforms. In the game, players form teams

of five and battle against each other in real-time combat, using a variety of heroes

with unique abilities and skills. The objective is to destroy the enemy team’s base

while protecting your own.

There is no denying that Mobile Legends is one of the most increasingly

popular games on the internet. Mobile Legends has taken the world by storm with

numerous professional esports teams and players competing in lucrative international

tournaments. The game boasts a massive and diverse player base with comprising

players from across the globe. In 2020, MLBB had over 1 billion game downloads,

with over 100 million registered users and 25 million monthly active users in the

Philippines. According to Esports Charts, MLBB was the third most watched esports

game in 2022 according to total hours watched, accumulating an impressive number


of 331.47 million hours. The game was also the runner-up in terms of number of peak

viewers.

Mobile Legends: Bang Bang is incredibly popular in the Philippines among

both teens and adults. It’s easy-to-learn mechanics, vibrant graphics, and competitive

gameplay have captivated the younger generation, while its engaging gameplay,

strategic depth, and multiplayer features have attracted adult gamers. The game has

successfully bridged generational gaps and created a thriving gaming community.

Mobile Legends is widely enjoyed across all age groups in the country, making it a

cultural phenomenon in the Philippines.

One of the most pupular Mobile legends palayer is Karl Nepumoceno more

popularly known as KarlTzy, a versatile player in Mobile Legends, holds the record

as the youngest player to win two M World Championships (M2 and M4). His

exceptional jungling skills were evident in the M4 tournament, where he picked 12

heroes, including unconventional choices. Despite his international success, his

consistent performance in the MPL Philippines often goes unnoticed. KarlTzy

achieved these victories with Bren Esports and ECHO, establishing himself as one of

the best players in Mobile Legends.

Here are some general issues that mobile games, including Mobile Legends,

may pose to students, “Distraction”: Mobile games can be highly addictive and can

distract students from their studies, leading to poor academic performance. “Time
management”: Playing mobile games for extended periods can lead to poor time

management skills, making it difficult for students to balance their academic and

personal lives.”Health concerns”: Long hours of gaming on mobile devices can lead

to eye strain, headaches, and other health problems. “Cyberbullying”: Multiplayer

mobile games like Mobile Legends can expose students to cyberbullying and other

forms of online harassment.”In-app purchases”: Mobile games often offer in-app

purchases that can be expensive and lead to financial strain, especially for students

who may not have a steady income source.


FOREIGN LITERATURE

Online and video games are always connected to the academic performance of

the students and can gather additional information for their studies. According to

Campbell & McCutcheon (2006), "Much of the controversy about video games

centers around their impact on academic performance. Matched groups of community

college students, differing in the amount of their game ‐playing, were compared on

selected academically‐related variables in two studies. Frequent game ‐players were

not more likely to absent themselves from psychology classes than infrequent players.

There was no significant difference between frequent and infrequent players on a

measure of locus of control, or on GPAs. However, infrequent players received

significantly higher scores on psychology exams. The discrepancy between GPA

results and results on psychology exams was discussed and recommendations were

made for future research."

Video games can always be the way for students to socialize with other people

but too much video games can lead mental illness. Wang,et.al (2019) hereby says that,

"As a new type of addictive behaviors and distinct from traditional internet game

addiction on desktop computers, mobile game addiction has attracted researchers'

attention due to its possible negative effects on mental health issues. We found that

mobile game addiction was positively associated with social anxiety, depression, and
loneliness. A further analysis on gender difference in the paths from mobile game

addiction to these mental health outcomes was examined, and results revealed that

male adolescents tend to report more social anxiety when they use mobile game

addictively. We also discussed limitations and implications for mental health

practice."

Internet can bring us to different worlds. It may shows us different cultures

and behavior but also set our mind in limit of everything. Based on Kuss,Daria

(2013),"Taken together, the individual, game, and cultural contexts appear to have a

significant impact upon the extent to which problems occur as a consequence of

excessive gaming in terms of how Internet gaming addiction is conceptualized. In this

way, the cultural context can be seen as a lens through which individuals and others

around them perceive and give meanings to behaviors and their consequences. It is

critical to understand gaming problems not only by means of the observable

symptoms, but to situate them within the broader context of the game, the individual,

and culture."
CHAPTER III

RESEARCH METHODOLOGY

This chapter explains and discusses the methods and procedures that is going to use

to illustrate and describe the effects of Mobile Legends on the academic performance of

Selected Grade 10 students of Dipaculao National High School, School Year 2022-2023.

The research design, selection of the respondents in this study, the sampling design

and sampling techniques, the instruments that were used, data gathering procedures, statistical

tools used to analyze and determine the data distribution of the respondents, demographic

information and the research locale were included in this chapter.

Research Method

This research study used the descriptive, qualitative, and quantitative method of

research. In a descriptive type of research, the researcher has no control on every variable that

are included in this particular study. Based on McCombes (2019), Descriptive research aims

to accurately and systematically describe a population, situation or phenomenon. It can

answer what, when, where, when and how questions, but not why questions. To determine

cause and effect, experimental research is required. This explains the descriptions,analysis,

recordings,data and interpretation of a particular problem.

This study is concerned with the description about the effects of Mobile Legends on

the academic performance of Selected Grade 10 students : Amorsolo, Aquino, Locsin,


Mañosa, Poe Jr., and Roces in Dipaculao National High School on the School Year 2022-

2023; the role and responsibilities performed by the student, their parents, teachers and

specially our school; the hindrances that the researchers faced proposed activities about the

Effects of Mobile Legends on the academic performance of Selected Grade 10 students :

Amorsolo, Aquino, Locsin, Mañosa, Poe Jr. and Roces in Dipaculao National High School on

the School Year 2022-2023.

The researchers for this study choose these methods because they believe that is is the

most suitable method to have appropriate and meaningful results for the both researchers and

the beneficiary of this study.

An important characteristic of descriptive research relates to the fact that while

descriptive research can employ several variables, only one variable is required to conduct a

descriptive study.

Since the researchers is trying to analyze the respondents' opinion, behavior and

satisfaction level in relation to services and products, the researchers can effectively use this

method in order to statistically analyze the resulting data.

It will help the researchers to have an effective design a pre-structured questionnaire

with open ended and close ended questions. The information that will be collected from the

respondents can be statistically presented in this research for easy representation and

presentation of the report users.


Research Locale

This study is specifically conducted in Dipaculao, officially the Municipality of

Dipaculao (Tagalog: Bayan ng Dipaculao; Ilocano: Ili ti Dipaculao), is a municipality in the

province of Aurora, Philippines. According to the 2015 census, it has a population of 29,736

people.

Dipaculao is located at 15°59′N 121°38′E.

According to the Philippine Statistics Authority, the municipality has a land area of

361.64 square kilometers (139.63 sq. mi) constituting 11.49% of the 3,147.32-square-

kilometre- (1,215.19 sq. mi) total area of Aurora.

Dipaculao consists of 25 barangays: Maligaya, Laboy, Mucdol, Salay, Bayabas, Ipil,

Lipit, Sapang Kawayan, Buenavista,Dimabuno, Puangi, North Poblacion, South Poblacion,

Lobbot, Gupa, Mijares, Ditale ,Toytoyan, Diamanen, Dibutunan, Diarabasin, Borlongan,

Dianed, Dinadiawan, and Calaocan.

Mucdol is a barangay in the municipality of Dipaculao, in the province of Aurora. Its

population as determined by the 2015 Census was 1,479. This represented 4.97% of the total

population of Dipaculao.
Demographics

Population by age group.

According to the 2015 Census, the age group with the highest population in Mucdol is 15

to 19, with 163 individuals. Conversely, the age group with the lowest population is 75 to 79,

with 14 individuals.

Historical population

The population of Mucdol grew from 1,003 in 1990 to 1,479 in 2015, an increase of 476

people. The latest census figures in 2015 denote a positive growth rate of 0.04%, or an

increase of 3 people, from the previous population of 1,476 in 2010.

Location

Mucdol is situated at approximately 15.8212, 121.5176, in the island of Luzon. Elevation

at these coordinates is estimated at 12.7 meters or 41.7 feet above mean sea level.

Adjacent Barangays

Mucdol shares a common border with the following barangay(s):

 Salay, Dipaculao, Aurora

 Bayabas, Dipaculao, Aurora

 Laboy, Dipaculao, Aurora

 Maligaya, Dipaculao, Aurora


This research study will be held in Dipaculao National High School with 41 faculty

teachers in junior high while 10 in senior. Dipaculao National High School has __ buildings

according to the Fire Marshall organization in Dipaculao National High School.

Respondents of the Research Study

This research study has the respondents of 39 selected Grade 10 students from sections:

Amorsolo, Aquino, Locsin, Mañosa, Poe Jr., and Roces in Dipaculao National High School,

School Year 2022-2023.

DISTRIBUTION OF RESPONDENTS

SECTIONS POPULATION SAMPLE SIZE

AMORSOLO 30 4

AQUINO 46 9

LOCSIN 31 4

MANOSA 41 7

POE JR. 46 6

ROCES 45 9

TOTAL: 229 39
Sample and Sampling Techniques

This research study needs a total number of respondents of 35 selected Grade 10

includes: 4 selected students from Amorsolo, 9 selected students from Aquino, 4 selected

students from Locsin, 7 selected students from Mañosa, 6 selected students from Poe Jr. and 9

selected students from Roces to have a total of 39 students. The respondents for every

sections were selected using proportionate sampling. The researchers select the students who

are playing this particular game, Mobile Legends.

Data gathering instrument

To accomplish the input to these selected Grade 10 students, questionnaire-checklist

will be made based on the problems formulate, observations and based on readings and

informal interviews and suggestions of the people involved in Mobile Legends.

This questionnaire-checklist was subjected to checking, evaluation, reforming and

improvement by the research adviser. The suggestions were situated in the final draft. The

questionnaire-checklist were finalized after its approval from the research adviser.

Validation of the instruments

The validation of the instrument will be tied to the research adviser which is not

included in the study. The objective of the validation is to determine that every question is

clearly understood and within the experience of the actual respondents of this study. This is to

find out whether the respondents will not find any difficulty in answering the questionnaire

and the data to be collected will be valid and reliable.


Data Gathering Procedures

This research study will use a questionnaire as the main instrument in gathering the

information that is needed in this study.

The questionnaire is divided into three parts which are guided through directions in

answering different items. The first part of the questionnaire includes the profile of 39

selected Grade-10 students in Dipaculao National High School, School Year 2022-2023. The

second part is the checklist and the third part is the open ended question.

When the questionnaire is ready for gathering information, the researcher will talk to the

selected respondents and will explain to them the focus of the study as well as the questions

which are included in the questionnaire for better understanding.

Moreover, the selected respondents are given assurance that their opinions and answers

will be treated with entirely confidential; finally, accomplished questionnaires will be

retrieved and checked immediately to avoid non-response items.

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