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St.

Paul University Philippines


Tuguegarao City, Cagayan 3500

THE EFFECTIVENESS OF BAAMBOOZLE IN IMPROVING THE ACADEMIC


PERFORMANCE OF JUNIOR HIGH STUDENTS IN FILIPINO

_______________________

A Research Proposal Presented

to the Faculty of the Graduate School


St. Paul University Philippines

Tuguegarao City, Cagayan

_______________________

In Partial Fulfillment

of the Requirements for the Degree

MASTER OF SCIENCE IN FILIPINO

________________________

Hazel M. Peña

Rezel Anne M. Obispo

Maria Danica P. Uangag

2022

Graduate School
St. Paul University Philippines
Tuguegarao City, Cagayan 3500

ACKNOWLEDGEMENT

The researchers wishes to give their sincerest


thankfulness to all whom in some way assisted in the
development of this study through encouragement and
generous assistance and who inspired them to accomplished
this work.

Sir Rufo Tuddao, their research professor, for


his valuable suggestions that improved the research study
and his academic support and nourishing pieces of advice
that pushed the researchers to do even better and also his
deep concern, guidance and painstaking efforts to make this
study into reality.

Finally, to all beloved family and friends, for their


incomparable inspiration and support and to the Almighty
God for His graces and blessings which gave the researchers
strength and determination to make this undertaking a
reality.

The Researchers

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St. Paul University Philippines
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TABLE OF CONTENTS

I. Preliminaries

TITLE PAGE....................................... i

ACKNOWLEDGEMENT................................... ii

TABLE OF CONTENT.................................. iii

CHAPTER PAGE

1 THE PROBLEM AND REVIEW OF RELATED LITERATURE

Introduction.............................. 1

Review of Related Literature and Study ... 5

Conceptual Framework of the Study......... 7

Statement of the Problem...................8

Hypotheses.................................10

Scope and Delimitation of the Study........12

Significance of the Study..................1

Definition of terms........................13

2 METHODOLOGY

Research Design.............................36

Respondents of the Study....................36

Instrumentation.............................37

Data Gathering Procedures...................38

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Data Analysis...............................38

III. REFERENCES

On – line Databases ........................52

IV. APPENDICES

A. Questionnaire

B. Letter of Permission to Conduct the Study

V. CURRICULUM VITAE

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Chapter 1

THE PROBLEM AND REVIEW OF RELATED LITERATURE

Introduction

Learning with technology and the internet covers a

broader area than the conventional learning. During the

21st century, disruptive learning has become a phenomenon

in the educational world. Many learning innovations related

to technology have emerged and interactive educational game

is one of those. According to research, the learning

process could happen well when someone is happy and not

stressed. Game in learning promotes the learners to take

risks.

Game-based learning offers positive features and

experiences and both could go along well if conducted with

game simulation beforehand with popular approaches.

Interactive media learning gives additional values to the

educational world as it enables the learners to represent

themselves. Game-based learning promotes the learners’

creativity and their critical thinking related to

technology use. The utilization of mobile learning covers

from the inquiry model to the use of the mobile game in the

learning process that could offer learning experiences and

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develop learners’ cognitive skills better compared to the

conventional learning.

During the Covid-19 pandemic, institutions,

administrators, educators, students and even parents have

unpreparedly found themselves in the distance education

process. Transition from face-to-face teaching methods to

more indirect methods, has forced schools into a flow of

learning which is full of complexities and limitations

(Rasmitadila, 2020). This process has had a great impact on

school, teachers and students (Mailizar et al., 2020).

The COVID-19 crisis has forced education systems

worldwide to find alternatives to face-to-face instruction.

As a result, online teaching and learning have been used by

teachers and students. Online learning platforms allow all

of those things as well as provide a tool for students and

teachers to keep a record of progress made. Essentially,

they allow learners to have more ownership of their

learning which helps them learn better.

One of the online based learning platform that uses

game to teach is the Baamboozle. It offers a wide selection

of games. As a result, the library of content is growing

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daily as teachers add their own challenges to the resource

pool. Baamboozle is a good option both for in class use and

remote learning as well as homework. Since students can

access it from their own devices, it's possible to game and

learn from almost anywhere. Take a quiz in class as a

group, share it for online lessons, or set one as an

individual task. It's a pretty flexible platform to use as

you need.

Baamboozle is very simple to use. In fact, it can be

up and running with a game after just two or three clicks

on the homepage, no need for an initial registration. To

get more in-depth access with features such as assessment

tools and creation abilities, it pays to sign-up.

Baamboozle is super easy to use, making it great for a wide

range of ages, both as a gaming platform and an opportunity

to encourage creativity. Students can make quizzes,

allowing them to a new way to have them work in groups or

even to present their work. Game-based learning is a great

way to integrate technology into the classroom while

engaging kids with real learning.

From the description above, it could be concluded that

game-based learning gives positive effect on both students

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and teachers. The use of game-style learning platform in

the Divine Word High School-Sanchez Mira is becoming

rampant because even the farthest school has already use

game-style online learning. In a community where Divine

Word High School is located, is not an exemption to the

growing number of having individuals specially the young

who are often use technology these days.

With these, the researchers is motivated to conduct a

study on the effectiveness of Baamboozle in improving the

academic performance of Grade 10 students of Divine Word

High School-Sanchez Mira. This study would give light to

whether the exposure of Junior High students to Baamboozle

can bring about positive results, especially in their

academic performance. Finding will not only bear results as

to how adversely and positively is the students affected by

the use of this game-style learning platform but also will

help the students to understand that learning is fun. It

will help the students from using Baamboozle as an

excellent tool in improving their academic performance. The

purpose of this study is to investigate the use of an

educational game to enhance student learning effectiveness.

Graduate School
St. Paul University Philippines
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REVIEW OF RELATED LITERATURE AND STUDIES

To gain better knowledge and understanding regarding

the relationship of Student transition to online education

during the pandemic,

to the academic performance of students, different concepts

relevant to the study are gathered by the researchers.

Student transition to online education during the pandemic

The unexpected COVID 19 pandemic determined

educational institutions around the world to adopt similar

methods, making these differences between the above

mentioned terms even less obvious (Baber, 2020; Salto,

2020). COVID19 lockdown brutally affected the interaction

between students and between instructors and influenced

student transition to online education (STOE). Even in

countries with experience in delivering online education,

students’ levels of stress, anxiety, loneliness, and

depressive symptoms got worse during the pandemic lockdown

(Elmer et al., 2020).

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In a 2018 study, researchers found “evidence that the use


of educational games could support and increase the
mathematics learning outcomes.” Another 2018 systematic
review of game-based learning highlighted research that
found “educational games play a successful role in terms of
both a better understanding of the course content by the
students and the participation of the students in this
process.”

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Synthesis

The studies cited in this chapter are related to the

present study because this sought to discover the use of

game-style educational learning platform towards the

academic performance of the students.

The information gathered serve as backgrounds, which

guided the researchers in the process, this were undertaken

for the completion of the study. The findings from the

previous studies helped the researchers in selecting the

data that were used in formulating problems supporting

questions and hypothesis.

The dissimilarities between and among the different

researches and studies already conducted were only on the

locale of the study, respondents of the study and the

dimensions that were included in conducted and concluded

studies.

In this study the effectiveness of using Baamboozle

include the respondents attitude towards the subject

Filipino, the mean perception of the respondents to

Baamboozle App, significant difference between the in

class participation of respondents towards Baamboozle App

when grouped according to age, gender, economic status and

class academic grade.


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Conceptual Framework of the Study

The greatest benefit of education technology is that

it provides learners with the opportunity to extend

learning beyond the classroom, work at their own pace and

at a level appropriate to them. Online learning platforms

allow all of those things as well as provide a tool for

students and teachers to keep a record of progress made.

Essentially, they allow learners to have more ownership of

their learning which helps them learn better. According to

Benson (2011), “controlling one’s own learning processes is

an essential part of effective learning”.

Game-based learning is one teaching strategy that’s

growing increasingly popular to help students achieve their

learning objectives. Especially as: Students are becoming

tech savvy at an earlier age and educational technology

companies are developing more efficacious products and

rightly so. A GBL environment achieves this through

educational games that have elements such as engagement,

immediate rewards and healthy competition. All so that

while students play, they stay motivated to learn.

The great thing about game-based learning is everyone

can reap its benefits, from preschool all the way up to

post-secondary education and beyond. Where and how doesn't


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matter, either — students can learn: with online games, in

person with physical objects, independently or as part of a

team. In game-based learning, teachers incorporate

educational activities into their lessons which can help

students — independently or through teamwork — to refresh

old concepts or solidify new ones. By leveraging today’s

students’ intimate knowledge of game play, teachers can

create exciting learning environments that increase student

engagement.

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INPUT PROCESS OUTPUT

1. Profile of the respondents in 1. Assessing the profile of the


terms of: respondents in terms of:

1.1. Age 1.1. Age


1.2. Gender 1.2. Gender
1.3. Parent’s Highest 1.3. Parent’s Highest
Educational Educational
Attainment Attainment
1.4. Parent’s 1.4. Parent’s
Occupation Occupation
1.5. Students’ Academic 1.5. Students’ Academic
Grade Grade

2. What is the proficiency 2. What is the proficiency level


level of in-class participation of in-class participation of the
of the respondents in the respondents in the subject
Filipino in terms of:
subject Filipino in terms of:
2.1 class discussion Assessed
2.1 class discussion 2.2 individual activity;
2.2 individual activity; 2.3 group activity;
Effectiveness of
2.3 group activity;
2.4 recitation;
2.4 recitation; Baamboozle in
3. Assessing the respondents’ Improving the
3. What is the respondents’
attitude towards the subject
attitude towards the subject Academic
Filipino in terms of using game-
Filipino in terms of using style learning platforms. Performance of
game-style learning
4. Assessing the total score of
Junior High Students
platforms?
students on assessment done in Filipino
4. What is the total score of with the activity Bamboozle.
students on assessment done
5. Correlating the effectiveness
with the activity Bamboozle?
of the respondents to
Baamboozle App and their mean
5. The Mean Academic
academic performance.
Performance of the
respondents as reflected in 6. Correlating the profile
their Average grade for School variables of the respondents and
Year 2021-2022. their effectiveness in using
Baamboozle App.

7. Identiying the problems


encountered by the respondents
in the use of Baamboozle App.

Feedback

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Figure 1. The Research Paradigm showing the

relationships of the variables of the Study

The Input Frame consists of the profile of the

respondents in terms of age, gender, parent’s highest

educational attainment, parent’s occupation, and the

analysis of the Respondent as regards the following: the

proficiency level of in-class participation of the

respondents in the subject Filipino in terms of:

2.1 class discussion, 2.2 individual activity, 2.3 group

activity, 2.4 recitation; Respondents’ attitude towards the

subject Filipino in terms of using game-style learning

platforms; Total score of students on assessment done with

the activity Bamboozle; The Mean Academic Performance of

the respondents as reflected in their Average grade for

School Year 2021-2022.

The process frame is composed of the mechanics to be

employed in the conduct of the study like the analysis of

the profile of the respondents, assessing the respondents’

attitude towards the subject Filipino in terms of using

game-style learning platforms and assessing the total score

of students on assessment done with the activity Bamboozle.

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The output frame concerns the result of the input

and the process such as to assess the effectiveness of

Baamboozle in improving the academic performance of the

Junior high students in Filipino.

Statement of the Problem

This study aims to examine the effectiveness of using

Baamboozle App in improving the Academic Performance of

Junior High School Grade 10 students in Filipino.

Specifically, it will seek to provide answer to the

following questions.

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

1.1 Age;

1.2 Gender

1.3 Parent’s Highest Educational Attainment

1.4 Parent’s Occupation

1.5 Students’ Academic Grade

2. What is the proficiency level of in-class participation

of the respondents in the subject Filipino in terms of:

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2.1 class discussion

2.2 individual activity;

2.3 group activity;

2.4 recitation;

3. What is the respondents’ attitude towards the subject

Filipino in terms of using game-style learning platforms?

4. What is the total score of students on assessment done

with the activity Bamboozle?

5. What is the respondents’ perception on Baamboozle App?

6. Is there a significant difference in the class

participation of respondents towards Baamboozle App when

grouped according to gender?

7. Is there a significant difference in the in-class

participation of respondents towards Baamboozle App when

grouped according to age?

8. Is there a significant difference in the in-class

participation of respondents towards Baamboozle App when

grouped according to Parent’s Occupation?

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9. Is there a significant difference in the in-class

participation of respondents towards Baamboozle App when

grouped according to class academic grade?

Hypothesis

This study will test the following null hypothesis at

0.05 significance level:

1. There is no significant difference in class

participation of respondents towards Baamboozle App when

grouped according to gender.

2. There is no significant difference in class

participation of respondents towards Baamboozle App when

grouped according to age.

3. There is no significant difference in in-class

participation of respondents towards Baamboozle App when

grouped according to economic status.

4. There is no significant difference in in-class

participation of respondents towards Baamboozle App when

grouped according to grade.

Significance of the Study

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The findings of the study will be deemed necessary to

the following:

FILIPINO Faculty: The result of this study may provide

them a better understanding on how they will make learning

more fun and enjoyable. This will help them create

activities that be suited on today’s era. This also can

contribute to a high Academic Performance of the students

in Filipino in a way that they will be more participative

in learning.

Faculty and Staff: The result of the study may provide

better understanding of the needs of the students for them

to enjoy learning. This will be their steppingstone in

maximizing the use of internet or technology specifically

on creating games that the students would always love.

School Administrators: This study will serve as an

information base for administrators on how to improve or

develop specific activity that suits the need of the

students for the development of their Academic Performance.

Parents: This will help them guide their children in

all the activities in school. It can also be a way to

encourage their children to do more.

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Students: This study will help the students in

discovering their strengths and weaknesses. This will help

them enjoy while learning.

Future Researchers: The findings of this study will

open the door for future researchers who are also

interested in educational games in improving the Academic

Performance of the high school students.

Scope and Delimitation of the Study

This study focused on the effectiveness of using

Baamboozle in improving the Academic Performance of Junior

High School students in Filipino subject. The researchers

will use the Quantitative Method to this study. The

respondents of this research will be Junior High School of

Divine Word High School-Sanchez Mira specifically Grade 10

students during their second grading period, school year

2021-2022.

Definition of Terms

The terms are defined based on how they will be used

in the study.

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Academic Grade. It refers to the second grading grade

of the grade 8 students in Filipino.

Bamboozle App. It refers to the educational game that

will be used as one of the activities in discussion.

Covid-19. It refers to an acute respiratory illness in

humans caused by a coronavirus, capable of producing severe

symptoms and in some cases death, especially in older

people and those with underlying health conditions. It was

originally identified in China in 2019 and became pandemic

in 2020.

Economic Status. It refers to the respondent’s family

financial capability.

Game-based learning. Refers to the borrowing of

certain gaming principles and applying them to real-life

settings to engage users (Trybus 2015). The motivational

psychology involved in game- based learning allows students

to engage with educational materials in a playful and

dynamic way.

In class. It refers to the present classroom

discussion in school.

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Online learning platform. Is an integrated set of

interactive online services that provide trainers,

learners, and others involved in education with

information, tools and resources to support and enhance

education delivery and management. One type of eLearning

platform is a learning management system (LMS).

Pandemic. Refers to a disease outbreak that spreads

across countries or continents. It affects more people and

takes more lives than an epidemic.

Total Score. Refers to the respondents score on

formative assessment given by the teacher after the

discussion.

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Chapter 2

METHODS

This chapter presents the research design, participants

of the study, instrumentation, data gathering procedures

and data analysis.

Research Design

This study made use of the descriptive-correlational

design and documentary analysis.

The design is appropriate in considering the

Effectiveness of Baamboozle in Improving the Academic

Performance of Junior High Students in Filipino. Likewise,

the effectiveness of using Baamboozle of the students is

also correlated to their profile variables and academic

performance. Documentary analysis is also used for the

academic performance of the respondents.

Respondents of the Study

The respondents of the study were the Junior High School

specifically in Grade 10 students of Divine Word High

School. There will be three sections with a total of

students.

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Instrumentation

A questionnaire will also be employed as the

instrument in gathering the needed data for the research.

The questionnaire consisted of three parts. Part I,

contained the profile of the respondents in terms of age,

gender, parents’ highest educational attainment, parents’

occupation and students’ academic grade. Part II, contained

statements that focused on the proficiency level of in

class participation of the respondents in the subject

Filipino in terms of: class discussion, individual

activity, group activity and recitation. Each factor will

be rated using a Five- Point Scale. 5- Very High, 4- High,

3- Moderate, 2- Low, 1- Very Low. Part III, contained the

respondent’s perception on Baamboozle App by answering

questions through a yes or no statement. The questionnaire

was formulated by the researchers.

The researcher will also obtain the second grading

Filipino grade as the academic performance.

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Data Gathering Procedure

In order to gather the needed data for the study the

researcher will do the following:

1. A letter of permission will be submitted to the Office

of the Principal of Junior High School for the conduct of

the study.

2. An approval through a letter of permission will be

sought from the office of the registrar to get the profile

and the second grading grade of the grade 10 in Filipino

S.Y. 2021-2022.

3. Upon approval, the researchers will conduct a demo

teaching with the use of Baamboozle App and administer the

questionnaire to the grade 10 students. Distribution and

retrieval of the survey questionnaire will be undertaken by

the researchers online.

4. The response of the participants in the questionnaire

and their grades in FILIPINO grade 10 will be recorded for

statistical treatment.

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Data Analysis

To speed up the process of the computations in this

study, data will be tested using the Statistical Package of

Social Sciences (SPSS). The following statistical tools

will be used to analyze the gathered data:

1. Frequency Count and Percentage Distribution. This will

be used to determine the profile of the respondents in

terms of: sex, Body Mass Index (BMI) and Academic

Performance.

The following scale will also be used to interpret the

Academic Performance of the student in MAPEH grade 7.

Grade Qualitative Description

90- above -------------- Very High

87-92 ---------------- High

81-86 ------------------ Moderate

75-80 ----------------- Low

Below 74 --------------- Very low

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The following scale will be used to interpret the

Body Mass Index (BMI) of the respondents.

Body Mass Index (BMI) Range Qualitative Description

30.0-above ----------------- Obese

25.0-29.9 ----------------- Overweight

18.6-24.9 ----------------- Normal

Below-18.5 ---------------- Underweight

Underweight

2. Weighted mean. This will be used to determine the

participants’ Multiple intelligence, attitude towards MAPEH

and perception about Physical Activity Breaks. To analyze

further the value of the weighted mean the following

arbitrary scale will be used.

Arbitrary Scale Qualitative Description

4.20 above -----------Very Strongly Agree/ Very High

3.40-4.19 ------------Strongly Agree/ High

2.60-3.39 ------------Agree/ Moderate

1.80- 2.59 -----------Disagree/ Low

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1.00- 1.79 -----------Strongly Disagree/Very Low

3. T-test/ Analysis of Variance. This will be used to test

whether there exists a significant difference in the

Multiple Intelligence (MI), Attitude towards MAPEH,

Physical Activity Breaks (PAB)and Academic Performance when

grouped according to profile variables.

4. Pearson r. This will be used to determine the strength

of relationship between:

4.1 academic performance and Multiple Intelligence;

4.2 academic performance and Body Mass Index (BMI);

4.3 academic performance and attitude towards MAPEH and

4.4 academic performance and Physical Activity Breaks.

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To analyze further the value of the Pearson r, the

following scale will be used.

1 Perfect Correlation

+-.90 to +-.99 Very High Correlation

+-.70 to +-.89 High Correlation

+-.40 to +-.69 Moderate Correlation

+-.20 to +-.39 Low Correlation

+-.01 to +-.19 Very Low Correlation

0 No Correlation

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Gardner, H. (1993). Multiple Intelligences: The Theory in


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Haslam, D. W. and James, W.P. (2007). Obesity. Lancet

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St. Paul University Philippines
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Riddle, C. (2012). We need a Brain Break! Incorporating
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St. Paul University Philippines
Tuguegarao City, Cagayan 3500

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St. Paul University Philippines
Tuguegarao City, Cagayan 3500

45
APPENDIX A

LETTER TO THE HIGH SCHOOL PRINCIPAL

March 22, 2022

PASTOR ROMEO D. BRAVO, MAEd


High School Principal
Divine Word High School
Sanchez-Mira, Cagayan

Dear Sir:

Warm Christian greetings!

We are currently conducting a Research for the degree


Master of Science in Teaching Education major in Filipino,
which is titled “Effectiveness of Baamboozle in Improving
the Academic Performance of Junior High Students in
Filipino”. The respondents of this study are grade 10
students for the school year 2021-2022.

In this regard, may we ask permission to float our


questionnaires to the respondents?

Thank you very much for the positive response to this


request.

Very sincerely yours,

Ms. Hazel M. Peña

Ms. Rezel Anne Obispo

Ms. Maria Danica Uangag


MST Students

Graduate School
St. Paul University Philippines
Tuguegarao City, Cagayan 3500

46
APPENDIX B

LETTER TO THE REGISTRAR

March 22, 2022

PASTOR ROMEO D. BRAVO, MAEd


Registrar
Divine Word High School
Sanchez-Mira, Cagayan

Dear Sir:

Warm Christian greetings!

We are currently conducting a Research for the degree


Master of Science in Teaching Education major in Filipino,
which is titled “Effectiveness of Baamboozle in Improving
the Academic Performance of Junior High Students in
Filipino”. The respondents of this study are grade 10
students for the school year 2021-2022.

In this regard, may we ask permission to get the second


grading Filipino grade of the respondents.

Thank you very much for the positive response to this


request.

Very sincerely yours,

Ms. Hazel M. Peña

Ms. Rezel Anne Obispo

Ms. Maria Danica Uangag


MST Students

Graduate School
St. Paul University Philippines
Tuguegarao City, Cagayan 3500

47
APPENDIX C

RESEARCH QUESTIONNAIRE

Graduate School
St. Paul University Philippines
Tuguegarao City, Cagayan 3500

48
CURRICULUM VITAE

NAME: CHERRYL BAGUATAN GASMIN

DATE OF BIRTH: JULY 18, 1986

PLACE OF BIRTH: MASOC, BAYOMBONG, NUEVA VIZCAYA

PARENTS: ALEXANDER E. BAGGUATAN


NANCY JOSE BASILIO
HOME ADDRESS: NELA COLLEGE COMPOUND, MABINI, ALICIA,
ISABELA, 3306

HUSBAND: ELMER DEMETRIO C. GASMIN, CPA

SON: CHEILEM ELEAZAR B. GASMIN

EDUCATIONAL BACKGROUND

PRIMARY: MASOC ELEMENTARY SCHOOL


MASOC, BAYOMBONG, NUEVA VIZCAYA
1992-1998

SECONDARY: NUEVA VIZCAYA GENERAL COMPREHENSIVE


HIGH SCHOOL
BAYOMBONG, NUEVA VIZCAYA
1998-2002

TERTIARY: NUEVA VIZCAYA STATE UNIVERSITY


BAYOMBONG, NUEVA VIZCAYA
2002-2006
CIVIL SERVICE ELIGIBILITY
LICENSURE EXAMINATION FOR TEACHERS
TEACHING EXPERIENCES
MAPEH TEACHER, 2006 TO PRESENT
ESC Coordinator, 2009 TO PRESENT

Graduate School

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