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EFFECTS OF ONLINE EDUCATIONAL GAMES TOWARDS


SENIOR-HIGH SCHOOL

A Practical Research Proposal


Presented to the Senior High School Department
University of Cebu – Maritime Education and Training Center

In Partial Fulfillment of
The Requirements to the Senior High School Department
Maritime Track

Palacio, John Dave Diaz


Barcenas, Roger Jr.
Montecillo, Faustin James
Libante, Joshua
Borbon, Ralph
Luna, Philip Mark Moralde
Rota, Paul Greggor

MARCH 2021
ii

APPROVAL SHEET

This research proposal entitled “The effects of Online Educational

Games towards Senior High School Students’ learning” prepared and

submitted by Palacio, John Dave, Borbon, Ralph, Barcenas, Roger, Luna,

Philip Mark, Libante, Joshua, and Rota, Paul Greggor of the Senior High

School Maritime Track, University of Cebu-METC has been examined,

accepted and approved.

PANEL OF EXAMINERS

MS. MAY FLOR E. ACUÑA, LPT


Chairman

MS. JONNAH ALCONTIN, MS. CARLY MAE J. SUICO,


LPT
Member 1 Member 2

LESTER L. CALDERON, LPT RICHARD C. LAGUS, JR., LPT


Statistician Research Teacher

JONNAH ALCONTIN, LPT KAY P. DIAZ, MAT


SHS Research Coordinator Campus Research Director

ENGR. ALLAN R. NAVARRO NORMA O. OPLADO, Ph.D.


Senior High School Coordinator Principal
iii

Date: March 24, 2021


ACKNOWLEDGEMENT

Our success in research is endured and accomplished through the help

of the following:

To God Almighty for guiding them to make the thesis successful.

Without His guidance and love, this journey would not have been made

possible. All Glory to Him!

To our parents for supporting them on their thesis. Their unending

emotional support through this entire endeavor was what motivated them to

see this study through.

To Mr. Richard Lagus Jr., our adviser and instructor of Practical

Research 2, whose unending support and for helping and guiding them on

their thesis and imparting on them his knowledge and guidance.

To the panel of examiners, program research coordinators, thank

you for this opportunity to let us grow mentally and emotionally.

To Dr. Norma Oplado, the principal, for her support

To the respondents:

To our friends and classmates:

And to those who had unselfishly helped us through finish this study

The Researchers
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DEDICATION

We would like to dedicate this study to our beloved parents for their

undying support in every aspects of this study’s completion

Namely:
Mr. Joseph A, Libante
Mrs. Nel L, Libante
Mr. Marshan V. Montecillo
Mrs. Lyn L. Montecillo
Mrs. Charisma D. Palacio
Mr. Niño L. Palacio
Mr. Gregorio N. Dicosa Jr.
Mrs. Aira Rota Dichosa
Mrs. Joyce M. Luna
Mr. Roger L. Luna
Mr. Joelito N. Borbo
Mrs. Gina L. Borbon
Mr. Roger Barcenas Sr.
Mrs. Marilyn Barcenas
Also, we dedicate this study to our practical Research 2, Mr. Richard

C. Lagus Jr., Lastly, we dedicate this study to our Almighty God, for guiding
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us in our research study, for keeping us from harm and for giving us strength

and determination in doing own research study, all things were made.

TABLE OF CONTENTS

Content Page

Title Page i

Approval Sheet ii

Acknowledgement iii

Dedication iv

Table of Contents v-vi

List of Figures vii

CHAPTER 1

THE PROBLEM AND ITS SCOPE

Introduction 1

Rationale 1-3

Theoretical Background 4

THE PROBLEM

Statement of the Problem 5

Significance of the Study 6-7

DEFINITION OF TERMS 8
vi

CHAPTER 2

Review of Related Literature 9-13

CHAPTER 3

RESEARCH METHODOLOGY

Research Design 14-15

Research Environment 16

Research Instrument 17

Research Respondents 17

Research Procedure 18

Gathering of Data 18

Treatment of Data 18

REFERENCES 19-20

APPENDICES

A1 - Transmittal Letter to the Adviser 21

A2 - Transmittal Letter to the Principal 22

A3 – Transmittal Letter to the Respondent 23

B – Research Instrument 24-26

C – Location Map 27

CURRICULUM VITAE 28-33


vii

LIST OF FIGURES

Table Description Page

1 Research Flow 14

Location Map 27
1

CHAPTER 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION

Rationale of the Study

“The use of educational games is an approach that has been adopted

and has the potential for improving the current system of educations”. This

is due to the popularity of educational games interaction and enjoyable

features for the students compared to the traditional methods of learning.

Apart from internet technology, games are among the most widespread

media among the younger generation. The effects of Educational games on

students' learning are an important topic that must be fully understood since

many of them are addicted to the practice of Educational Games.

The researchers observed in the University of Cebu – Maritime

Education Training Center Basic Education Department, most of the

students that are engaged in educational games tend to increase their

potential and interest in the class. Students tend to put more effort into

participating in educational games and it's easy for them to understand what

the educational games provide. When the teacher uses online educational

games to include such tasks, many students are more interested in learning

by using educational games to offer them challenges that are not difficult for

them to respond to.


2

According to (Judge, 2005). Technology has become increasingly

integrated into the modern classroom. The use of games has also been a

common method of teaching. Games have been used for instruction, review,

re-teaching, and practice for concepts and skills. Gaming software that has

been considered fun was developed for educational use and shown to be

linked to academic achievement. The aim of the No Child Left Behind Act

educational initiative was to enhance student academic performance through

the use of technology.

The effects of Educational games on students' learning are not only

happening in the University of Cebu - Maritime Education and Training

Center but also in Malaysia, a Game for learning Programming Introductory

course at University Malaysia was conducted. A total of 180 undergraduate

students from computer and engineering backgrounds participate in the

study. Findings show that about 80% of students have a positive attitude

towards the games with around 84% of them find that the games are a fun

way to learn, at the same time, an average of 80% agreed that the game

provides them with the opportunity to learn. Furthermore, about 75% of the

students agreed that the game makes them able to do self-assessment for the

Programming course. It was interesting to find that almost 85% of the


3

student said that they will want to use educational games as their future

learning approach.

In this study, the researchers aim to know the different effects of

online educational games on Senior High School students. By playing online

educational games, some students show awareness in class which made us

interested and lead us to investigate the effects of online educational games

on the learning of senior high school students. this study is important to

rationalize that games can be one of the new learning approaches in the

future.
4

Theoretical Background of the Study

This theory was Gagné, on the year 1985. Gagné’s theory states that

stipulates that there are several different types or levels of learning, implying

that each type also requires a different approach to instruction. Good games

already do this. Game designers employ multiple approaches to both aid and

challenge players. According to Gagné, “an instructional plan can

generate both appropriate environmental stimuli and instructional

interactions, and thereby bringing about change in the cognitive structures

and operations of the learner.

The theory shows indistinguishable towards the chosen study of the

researchers. As theory propose that online educational games can generate

levels of learning and can also stimulate multiple approach towards

educational and requires a different approach to instructions. Since students

are more into technology or games, they can easily know how to access the

online educational games, they can gain more information and knowledge

through the use of online educational games.


5

THE PROBLEM

Statement of the Problem

This study aims to discover the effects of online educational games

towards senior high school students’ learning of University of Cebu-

Maritime Education and Training Center for the second semester of school-

year 2020-2021 as basis for Research Writing Guide.

Specifically, this intends to answer the following questions:

1. What are the effects of online educational games towards senior

high school students’ learning of University of Cebu Maritime-

Education Training Center?

2. What are the top 3 common effects on online educational games

towards senior high school students’ learning of University of

Cebu Maritime-Education Training Center?

3. Based on the findings, what action plan can be proposed?


6

Significance of the Study

The findings of this study will determine the most effective approach

to online educational games the students and their preference. The study

could be useful to:

Students. They would know which method fits their learning progress

better and how they learn and for them to knowledgeable about how online

educational games can change influence a single student to be better and to

do better in school.

Teachers. To better determine which method students can effectively

intake the information presented to them and for them to be able to adjust to

what the students want and what they need to be able to function better and

properly at school.

Parents. To see these results that could contribute to the ongoing

conversation of which method of teaching should be used and for the parents

to trust their children to be better and more productive in school.


7

School Administration. This will make the administration know the

effects of online educational games on their teaching ways and they would

be able to do something that can greatly help the students.

Future researchers. This study could serve as groundwork for any

future studies relating to teaching and education.


8

DEFINITION OF TERMS

In this section, unfamiliar terms are defined personally in accordance


with how they are used in the study.

Online educational games

Are web-based games that use instructive environments to help


students learn visual skills and literacy skills.

Effects

The positive result of the online educational games towards the


students’ learning

Senior High School Students

Refers to the grade 11 and 12 students of UC-METC Basic Education


Department.
9

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related literature from different sources.

Those that were included in this chapter helps in familiarizing information

that are relevant and related to the present study.

Related Literature

According to Dadheech, (2008) He stated that there are benefits of

online educational games, ability to catch students' attention, minimize

student stress since games have the element of fun, and give students a

chance for real communication.

According to (Isman, 2005) Recent rapid development of computers

and technology forces educational institutions to use it in solving

educational and instructional problems. Although education and technology

are different terms, using them together introduce a new concept,

educational technology. Educational technology makes teaching and


10

learning activities enjoyable. Thanks to educational technology, students

learn with playing, having fun and loving.

According to (Baki, 2002) emphasize that Computer aided instruction

is the method that students can see their performance, control their learning

with getting feedbacks, engage the lesson with graphics, sounds, animations

and figures.

According to (Nicolopoulou, 2004) Educational computer games,

which include motivational and funny features of computer games, can be

used as an alternative or supportive to the other instructional methods in the

direction of instructional or educational goals.

According to (Granic & Lobel, 2013) Digital game-based learning

combines educational content with the use of video games. The digital

games are explicitly designed for educational purposes and have the

capability to engage a diverse of learning styles and behaviors.

According to (Granic & Lobel, 2013) Proposed that Game-based

learning has shown to increase various abilities related to cognition such as

perception, reasoning, critical-thinking, spatial navigation, and memory

retention.
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According to (Buckless, 2014; Gómez, 2014) He states that digital or

web-based games have increasingly supported learning. In the context of

online education, this research area attracts a significant amount of interest

from the scientific and educational community, for example tutors, students

and game designers.

According to Gee (2005), Digital Educational games are learning

machines, which can add an extra level of motivation, engagement, and

incentive to many classrooms. The motivational aspects include competition,

challenge leaderboards, achievement badges, reward points, and instant

feedback loops, which allow students to engage with educational content

playfully and dynamically.

According to (Erhel and Jamet, 2013) Digital educational games are

software applications which use both the characteristics of video games and

computer games, to create attractive and motivational learning experiences

to successfully bring specific educational objectives into educational

practice.
12

According to (Erhel and Jamet, 2013) The games may either be

designed to promote learning or the development of cognitive skills, or

otherwise take the form of simulations allowing learners to practice their

skills in a virtual environment.

According to (Gros, 2007) The concept of game use as a learning

method has been examined for its academic advantages. It has been found

that a learning environment could be built on the educational properties of

games. Some of the characteristics of educational games included promotion

of challenges, co-operation, and engagement, the development of problem

solving strategies and being user-centered.

According to (McDonald, 2003) Web-based games were used to

review a large amount of information. It was found that the web-based

games were an effective and motivating way to review. Through these

games students were more engaged and they were able to process

information more deeply.

According to (Kirriemuir and McFarlane, 2004) Digital educational

games using the overwhelming enthusiasm and desire of students to play


13

encourage the development of logical and critical thinking as well as a

greater acquisition of knowledge and skills.

According to (Rideout and Saphir, 2013) He stated that Educational

games can be a suitable approach to modify some of the barriers of

knowledge-based teaching approaches used in schools, enabling a shift to

student centered learning.

According to (Allen et al., 2013) states that Good educational games

can also help teachers to enact the curricula in ways that will help students

develop deep understanding of and connections among concepts.

furthermore, digital gaming technology provides the option to measure

students’ progress over extended periods of time due to the prolonged

interaction and play with the games.


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Research Methodology

This section shows the systematic procedures, processes, and

appropriate treatment used of gathering data concerning the effects of online

educational games towards Senior High School Students’ learning at the

University of Cebu – Maritime Education and Training Center. A thorough

analysis on research design, flow of the study, environment, participants,

and research procedure are stated in each component of research

methodology.

Research Design

This study uses a mixed-method design in obtaining the data

necessary for the interpretation and analysis. This research is both

quantitative and qualitative in nature because the tool will be answered by a

percentage of the target population, gathered and presented in thoroughly

evaluated numerical data, and harnesses the opinion of the respondents

respectively. This research analyzes and evaluates the respondents’ effects


15

of online education towards students’ learning, and a mixed-method design

is utilized.

INPUT PROCESS OUTPUT

Proposed
Mixed-Method action
Design plan
Data Gathering
“The effects of Data Analysis
online educational
games towards senior
high school students’
learning”
Top 3 common
effects on online
educational games
towards senior high
school students’
learning of
University of Cebu
Maritime-Education
Training Center.

Figure 1
Research Flow
16

Research Environment

This study will be conducted at the Basic Education Department of

the University of Cebu – Maritime and Training Center which is located at

Alumnos, Mambaling, Cebu City. This institution is one of the four

campuses of the University of Cebu which offers courses such as Bachelor

of Science in Marine Transportation (BSMT), Bachelor of Science in Marine

Engineering (BSMar-E), and Bachelor of Science in Naval Architecture and

Marine Engineering (BSNAME). The campus is also a TESDA Accredited

Assessment Center for Cookery NC II, Ship’s Catering Services NC I, and

Ship’s Catering NC III. Aside from the mentioned courses, the campus also

caters basic education from Kinder to Senior High School with the strands

that suits their future career such as Humanities and Social Sciences

(HUMSS), Science, Technology, Engineering, and Mathematics (STEM),

General Academic Strand (GAS), Pre- Baccalaureate Maritime

Specialization (PBMS), and Technical – Vocational – Livelihood (TVL).


17

Research Instrument

This study employs a research-made questionnaire where questions

are inclined to the variables in line with the problem of the study. The tool is

composed of two types of tests with 15 questions on the first type and two

questions on the second type. It uses a recognition and interview type of

questionnaire where the respondents will mark a check or ex on the right

column of the table on the first test and explain in detail what is asked on the

second test. Since this is done online, the instrument is distributed through

google forms links. The researchers then analyze and describe their

responses for data gathering and conclusion making.

Research Respondents

The research respondents of this study are the Senior High School

students in the University of Cebu – Maritime Education and Training

Center. As of now, there are 1,017 enrolled Senior High School for this

second semester. The researchers set the sample size to 203 out of the total

Population. The researchers will utilize a purposive sampling method.


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RESEARCH PROCEDURE

Gathering of Data. The researchers are going to make transmittal

letter to the principal permitting them to conduct a survey online in

connection with the study they are researching on. Also, a transmittal letter

will be sent to the advisory teachers and the research respondents asking

permission to let them take part of the survey process. Once the letter has

been given to necessary stakeholders the researchers will give the

respondents their generated google form for the survey questions. The

respondents will be given 10-15 minutes to complete the survey. Once all

the necessary number of sample is gathered the researcher will download all

the responses to tally. Once tallied, the researchers will start his presentation

of data and analysis for the formulation of the proposed action plan.

Treatment of Data. A checklist will be distributed to the respondents

and will be analyzed thoroughly to determine the effects of online

educational games to the Senior High School Students’ learning of

University of Cebu – Maritime Education Training Center. Calculation of

the percentage of responses is used as statistical treatment of data.


19

REFERENCES

Patrick Turner, Elizabeth Johnston, Mansureh Kebritchi and Sally Evans

(2018) Influence of Online Computer Games on the Academic Achievement

of Nontraditional Undergraduate Students. Retrieved from

https://www.researchgate.net/publication/323127807_Influence_of_Online_

Computer_Games_on_the_Academic_Achievement_of_Nontraditional_Und

ergraduate_Students

Granic & Lobel (2013). Influence of online computer games on the

academic achievement of nontraditional undergraduate students. Retrieved

from

https://www.tandfonline.com/doi/full/10.1080/2331186X.2018.1437671

Buckless, Gómez and McDonald (2014). The effect of games and

simulations on higher education: a systematic literature review. Retrieved

from

https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s412

39-017-0062-1

Gee (2005). The Effect of Gamification on Motivation and Engagement.

Retrieved from
20

https://www.researchgate.net/publication/321063416_The_Effect_of_Gamifi

cation_on_Motivation_and_Engagement

Erhel and Jamet (2013). Digital game-based learning: Impact of instructions

and feedback on motivation and learning effectiveness. Retrieved from

https://www.researchgate.net/publication/236857577_Digital_game-

based_learning_Impact_of_instructions_and_feedback_on_motivation_and_

learning_effectiveness

Rideout, Saphir, Kirriemuir and McFarlane, (2013). The use of computer

games in classroom environment. Retrieved from

https://www.researchgate.net/publication/323181812_The_use_of_computer

_games_in_classroom_environment

Gros (2007). Digital Games in Education: The Design of Game-Based

Learning Environments. Retrieved from

https://www.researchgate.net/publication/265425294_Digital_Games_in_Ed

ucation_The_Design_of_Game-Based_Learning_Environments
21

APPENDIX A-1
Transmittal Letter to the Adviser

March 25, 2021


Mr. Richard C. Lagus Jr., LPT
Practical Research II Instructor
University of Cebu - METC
Alumnos, Mambaling, Cebu City

Dear Mr. Lagus

Greetings!

I am one of your students in Practical Research 2 grade 12 – Loyalty in


University of Cebu – Maritime Education and Training Center. My
teammates and I submit here a consent letter for our research proposal
entitled “The Effects of online educational games towards senior high school
students’ learning”. that will be performed under your supervision in partial
fulfillment of the subject Practical Research II.
I believe that with your guidance, our team can come up with a good study
and output. In connection, we would like to ask your permission to be our
adviser as we conduct a survey for our research within the school campus
and your assistance whenever needed.
Your positive response and commitment are greatly appreciated. Kindly
spare us a little of your time for we need your help.

Sincerely yours, Noted by:


22

Palacio, John Dave Mr. Richard C. Lagus Jr., LPT


Group Leader Practical Research 2

APPENDIX A-2
Transmittal Letter to the Principal

March 25, 2021

Dr. Norma O. Oplado


Principal, Basic Education Department
University of Cebu - METC
Alumnos, Mambaling, Cebu City

Dear: Ma’am:

Greetings!

The undersigned is the group leader who is enrolled in Practical Research 2


and currently works on the research proposal entitled “The Effects of online
educational games towards senior high school students’ learning”.
In line with this, I would like to ask for your perusal in allowing the team to
disseminate our research tool to our respondents who are the Senior High
School students within the school premise. Rest assured, all shall be
performed during the respondents’ availability from school responsibilities.

Sincerely yours, Approved by


Palacio, John Dave Dr. Norma O. Oplado
Group Leader Principal

Noted by:
23

Mr. Richard C. Lagus Jr., LPT


Practical Research 2 Instructor

APPENDIX A-3

Transmittal Letter to the Respondents

March 25, 2021

Dear Respondents,

Greetings!

On behalf of my team, I humbly ask for your permission to conduct our


study entitled “The Effects of online educational games towards senior high
school students’ learning”. where you are chosen to answer our researcher –
made questionnaire. Your honest response to the questions will help us
validate our tool and finish our study.

We would like to gather data from your personal perspective as your


response to the questions will help us validate our tool and finish our study.
Your cooperation and understanding are very important to us. Our study
would not be realized without your help. I am giving and assurance that your
answer will be kept confidential.

I do appreciate the time and effort you spare for this study. Thank you so
much and God Bless!

Sincerely yours, Noted by:

Barcenas, Roger Mr. Richard C. Lagus Jr., LPT


Borbon, Ralph Practical Research 2 Instructor
Luna, Philip Mark
Joshua Libante
Montecillo,
24

Faustin James
Palacio, John Dave
Rota, Paul Greggor

APPENDIX B

Research Instrument

Name:
Email Address:

Date:

Year and
Section:

Test I

Instructions: Put a check () on the right if you agree with the statement

and if you disagree regarding the statement put a (X) on the left.

Questions:

I consider that Online Educational games…


1. can be a suitable approach to modify some of the

barriers of knowledge-based teaching approaches

used in schools
25

2. included promotion of challenges

3. included promotion of co-operation

4. include promotion of engagement.

5. include promotion of the development of problem-

solving strategies and being user-centered.


6. games help me to promote learnings or the

development of cognitive.
7. help me to develop logical.

8. has a lot of benefits specifically the ability to catch

students' attention.
9. has the ability to minimize student stress.

10. has the ability to give students a chance for a real

communication.
11. can be an enjoyable learning.

12. have increasingly supported learning.

13. can give a capability to engage a diverse of learning

style.
14. can develop various of abilities related to cognition.

15. can be a learning machines which can add an extra

level of motivation.
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Test II

Instructions: Answer the following questions with utmost honesty.

1. Do you believe that Online Education Games provide impacts to your

learnings?

2. If there are impacts, what are these impacts? at least 5 examples.

Explain in detail.

APPENDIX C
Location Map
27

Figure 2

Location Map
CURRICULUM VITAE

John Dave D. Palacio


Pasiagon, Placer, Masbate
[email protected]
09096167988

Personal Information
Age : 18
Sex : Male
Civil Status : Single
Birthplace : Pasiagon, Placer, Masbate
28

Birthday : October 04, 2002


Religion : Roman Catholic
Parents : Niño L. Palacio
Charisma D. Palacio

Academic Background

Senior High School : University of Cebu-METC

Alumnos, Mambaling, Cebu City

Junior High School : Institute of the Orient

Poblacion, Placer, Masbate

Elementary : Celera-Inocencio, Central, School

Villa-Inocencio, Placer, Masbate

CURRICULUM VITAE

ROGER P. BARCENAS JR.


Nangka, Balamban, Cebu
[email protected]
09125047882

Personal Information
Age : 18
Sex : Male
Civil Status : Single
29

Birthplace : Tagbiliran, City


Birthday : September 28, 2002
Religion : Roman Catholic
Parents : Roger Barcenas Sr.
Marilyn P. Barcenas

Academic Background
Senior High School : University of Cebu-
METC

Alumnos, Mambaling, Cebu


City

Junior High School : Nangka National High


School Nangka, Balamban, Cebu

Elementary : Nangka, Elementary,


Schoo Nangka, Balamban, Cebu

CURRICULUM VITAE

JOSHUA JAY L,LIBANTE


Mohon,Talisay City,Cebu
[email protected]
09269340167

Personal Information
Age : 19
Sex : Male
Civil Status : Single
30

Birthplace : Cebu,Velez Hospital


Birthday : April 25, 2001
Religion : Roman Catholic
Parents : Nel L, Libante
Joseph A, Libante

Academic Background
Senior High School : University of Cebu-
METC

Alumnos, Mambaling,
Cebu City

Junior High School : Lawaan l National High


School Lawaan l,Talisay City Cebu

Elementary : Linao, Elementary,


School Linao, Talisay City, Cebu

CURRICULUM VITAE

RALPH LAWRENCE L. BORBON Guadalupe


Banawa Cebu City

[email protected]
09150347772

Personal Information
Age : 19 Sex : Male Civil Status : Single Birthplace : Cebu, City
Birthday : January 24, 2002 Religion : Roman Catholic Parents : Joelito N.
31

Nacar Gina L. Borbon

Academic Background
Senior High School : University of Cebu-METC

Alumnos, Mambaling, Cebu


City

Junior High School : Abellana National School Abellana National School


Osmena Blvd

Elementary : City Central, School T.padilla St. Ext. CebuCity

Curriculum Vitae

Faustin James Montecillo


Bogo City., Cebu
[email protected]
09150714835

Personal Background

Date of Birth : March 19, 2002


Place of Birth : Cebu City
Age : 18
Gender : Male
32

Status : Single
Nationality : Filipino
Religion : Roman Catholic

Family Background

Father : Marshan Montecillo


Occupation : Seafarer
Mother : Lyn Montecillo
Occupation : Teacher

Educational Background

Elementary : San Roque College de Cebu


Junior High : San Roque College de Cebu
Senior High : University of Cebu- Maritime Education and
Training Center

CURRICULUM VITAE

LUNA, PHILIP MARK


Maghaway Talisay City Cebu
09503827590
[email protected]

PERSONAL BACKGROUND

Date of Birth: July 19, 2003 Religion: Roman Catholic


33

Age: 17
Sex: Male
Nationality: Filipino

JUNIOR HIGH SCHOOL

School: University of the Visayas

Address: Pardo, Kinasangan

Year Graduated: 2018-2019

SENIOR HIGH SCHOOL

School: University of Cebu Maritime Education and Training Center


Address: Alumnos Mambaling

CURRICULUM VITAE

PAUL GREGGOR ROTA

Lalin , Atabay, Alcoy , Cebu

09208063908

[email protected]
34

Date of Birth: December 24,2002 Religion: Roman Catholic


Age: 19
Sex: Male
Nationality: Filipino

School: Alcoy National High School

Address: Pob. Alcoy Cebu

Year Graduated: 2018-2019

Sch
ool: University of Cebu Maritime Education and Training Center

Address: Alumnos Mambaling

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