Marist Zenrade 2013: "Prowess and Synergy: The Marist Way!"
Marist Zenrade 2013: "Prowess and Synergy: The Marist Way!"
Marist Zenrade 2013: "Prowess and Synergy: The Marist Way!"
MARIST ZENRADE
2013
“Prowess and Synergy:
The Marist Way!”
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MARIST ZENRADE 2013
General Guidelines
1. All pupils of NDMU-IBED Elementary Department are eligible to compete and
participate in the intramurals.
2. Prompt and courteous obedience is expected to the NDMU-IBED pupils at all times.
Failure to follow rules will mean disqualification from his/her participated events.
3. A pupils is entitled to participate in only three (3) events regardless of the categories.
Violation of these guidelines will automatically disqualify the team.
4. All rosters must be completed in full, which includes the team name, player names and
team captain two weeks before the start of the Intramurals.
5. Designated uniform color is assigned to each team. This must be used at all times
whenever the team is competing or playing.
i. Teams should make an effort to be dressed on consistent wear, especially shirts.
Teams should wear clothing, especially footwear that is safe for the activity. No
metal or removable cleats are allowed for any intramural activity.
ii. It is recommended that to promote the spirit of team play, teams become
innovative in uniform selection and design, with good taste in mind.
iii. The administration reserves the right to ask teams not to wear uniforms distasteful
or offending.
iv. Specific attire or costume in other events must be appropriate and is at the
discretion of faculty advisers.
v. Exorbitant expenditures of any attire must be avoided.
10. Sports events will be played on the following elimination system: Double Elimination for
all Ballgames and Racket Events; Round Robin/ Swiss System for Chess
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11. Without disregarding existing relevant school policies, preparations for the Intramurals
may be done only after classes and during weekends. Practices should end before 6:00
PM. Furthermore, presence of teachers is required.
12. Parent’s permit is required in every practice period especially during weekend.
13. Only the athletes/participants whose names appeared on the roster will be allowed to
perform/join in their respective event/s, however in some unavoidable circumstances that
a particular participant cannot perform and needs replacement, the SSG Officers should
be informed.
14. The Technical Committee will take charge, deliberate and make action to any complaint
regarding the Intramurals. It is composed of the following: Principal, Academic
Coordinator, Activity Coordinator, Sports Coordinator, Prefect of Students, and SSG
President.
15. Outside trainers/consultants are allowed in the following events
a. Search for Marist Boy and Girl wherein academic coaches may be consulted by
each team.
b. Lyrical hiphop
c. Dance sports
16. The following are the allowable expenses to be incurred by each team.
a. Payments for the costumes shall be shouldered by the participants. Only the trainers
fee will be covered of the budget for each team.
b. Dance sports costume will be shouldered as well by the participants.
c. Trainers fee for the lyrical hiphop: P3,000.00
d. Trainers fee for the Dancesports: P2,000.00
17. Listed below is the number of participants for all events which should be strictly
followed.
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Badminton Singles Boys 2 per year level
Badminton Singles Girls 2 per year level
Badminton Mixed Doubles Boy and Girl 2 per year level
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CATEGORY and EVENT PARTICIPANTS NUMBER OF
PARTICIPANTS
SPECIAL EVENTS
Search for Marist Boy and open 2 pairs per team
Girl
18. Listed Below is the Point System, which will be followed to determine the Overall
Champion.
Points System
500 points
300points
200points
Doubles
700 points
500 points
300 points
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Board Games (Dart, Word Factory, Scrabble, Chess)
300 points
200 points
100 points
Running Events
100 meter dash
300 points
200 points
100 points
4X100 meter relay
500 points
300 points
200 points
Larong Pinoy/ Parlor Games (Tug of war, Sack Race, Ball Rolling, Hula-Hoop, Maria
Went to Town)
1000points
700 points
500 points
500 points
300 points
200 points
1500 points
1000 points
700 points
700 points
500 points
300 points
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Popular Dance and Dance sports
1500 points
1000 points
700 points
Mass Demonstration
3500 points
2500 points
1500 points
2000 points
1700 points
1500 points
1300 points
1000 points
700 points
Float Contest
2000 points
1500 points
1000 points
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OATH OF SPORTMANSHIP
I, _____________ do hereby solemnly swear to play in accordance with the rules of the game,
and to abide by the decisions of the officials of the tournament. I impose this solemn obligation
upon myself voluntarily in thoughts, words and deeds and without mental reservations or
purposes of evasion. It matters not whether I lose or win, but what counts most is how I play the
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RULES AND REGULATIONS
III. Soccer
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IV. Chess (Boys & Girls)
Both players are responsible for taking a score of the game. This includes the writing the
opponent’s move as well as his/her own.
Time control: Each game must be completed within 1 hour. Chess clocks will be
provided, and each player will have 30 minutes the clock to complete all jis/her moves
the player to exceed 30 minutes will forfeit the game and the opponent objects to a TD.
Touch Move – if a player touches a piece without saying, “Adjust”, he/she must move or
capture the piece if the move is illegal.
Illegal move – if a player completes an illegal move by punching his/her clock, two
minutes shall be added to the opponent’s clock. The touch move makes ten moves. If
either player has five minutes or less, an illegal move will stand after the same player
makes two illegal moves.
In case of a draw a tiebreak will be played. The tie-break will be a blitz-match with a
limit of 7 minutes. If necessary, the tie-break will be repeated until the winner has been
determined.
In the event that the player gets more than three (3) moves behind in notation, the
opponent may subject to a Tournament Director. Upon verification, the TD shall instruct
the player that:
If possible, the player must catch up his move notation and must not do so
on his time.
In any case to start recording moves from that point forward.
A time penalty of 2 minutes will result if the same player, in the same
game, should again become three (3) or more moves in notation and the
opponent objects to a TD.
Forfeiture will result if the same player, in the same game, should become
for a third time become three (3) or more moves in notation and the
opponent objects to a TD.
Official Words
The only allowed dictionaries and words lists are: official scrabble layers
dictionary 2nd edition, supplementary word list (1996 & 1998), Official
Scrabble Words 4th Edition, Webster’s Collegiate Dictionary 10th Edition
for longer words.
No word list or dictionary may be consulted during a game. An
adjudicator decides any challenges.
Timing
The use of clocks is compulsory.
Each player is allowed twenty five (25) minutes to complete all plays
before incurring time penalties. It is the responsibility of the players to
ensure clocks are set properly.
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Should any player not complete in a game for which he/she is scheduled, for any reason,
he/she shall forfeit the game.
If a player is late to start the game that’s player’s clock shall be started at the
adjudicator’s call to start the game, and will run until the player arrives or twenty five
(25) minutes expires. When the player arrives the clocks are neutralized and the
preliminaries and the first play are recommended.
A late player is deemed to have defaulted when twenty five (25) minutes expires.
Before each game begins, a player must:
Ensure that the tiles are present for the first game of the tournament tiles to
be checked out one distribution of tiles is present. They must be arranged
in a 10 by 10 square board. The tiles are then transferred to the bag. All
the bags should be approximately 17 by 34 centimeters in dimension.
Establish who foes first by drawing one tile each from the bag. The nearest
to 'A' goes first (a blank beats "A"). If the identical tiles are drawn then
further tiles are drawn until the first player is identified. All tiles drawn are
returned to the bag prior to the first player by drawing any tiles for his/her
turn.
When the organizer announces the start of the game, the player in first
draws seven tiles and places them on his/her racks. The first player's clock
is started when the first player has at least one tile on his/her rack or there
are at least three tiles showing face which the first player can see.
When drawing tiles, the proper procedure is to hold the bag above the
table so that the contents are not visible, show an open palm, and draw the
required number of tiles from the bag and place them face down in front of
the player. They should be transferred on the rack upon confirmation that
the correct number has been drawn.
When more than the required number of replacement tiles have been
drawn the following procedure is to be applied:
If the player has not yet placed any replacement tiles on his/her
own rack, the opponent shall pick as many tiles as are overdrawn
from those lying face down on the table and return them to the bag.
if the player has commented to place replacement tiles in his/her
rack then all player's tiles shall be combined, either on the player's
rack or face down on the table, and the opponent shall pick from
those tiles as many as are overdrawn plus one. After looking at
those tiles, the opponent shall select one tile to be replaced on the
player's rack and return the remaining tiles to the bag.
If either player has seen the tiles/s to be returned to the bag, the
other player should see them also.
Where a player finds that the opponent has more than seven tiles
on his/her rack, the opponent shall turn his/her rack to the player
and the player shall choose which tile/s to return to the bag.
Clocks will be neutralized from the time for the discovery of the
extra tile/s until the extra tile/s is returned to the bag. It is the
responsibility of the player whose clock is running to neutralize the
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clock and the responsibility of the player waiting for the opponent
to move to restart the clock.
Once the score for a turn has been declared tiles played in that turn may not move on the
board.
When playing a blank, the player must declare what letter it represents. The blank shall
continue to represent the declared letter for the remainder of the game.
The end of turn procedure is:
a.) Position the tiles to be played on the board.
b.) Declare the scores for the turn, start the opponent’s clock.
c.) Await the opponent’s confirmation of the score on his/her score sheet shall be taken
as acceptance of the word/s played and shall designate the end of the turn.
d.) Each player shall record the score on his/her score sheet.
e.) Replenish the rack from the bag.
f.) Tile tracking in all forms is optional.
If there is a dispute in respect of the score for the turn, clocks will be neutralized until the
dispute is resolved. It is the responsibility of the player whose clock is running to
neutralize the clock and the responsibility of the player waiting for his/her opponent to
restart the clock.
Players may exchange in 1-7 tiles in lieu of a turn providing that there are at least seven
tiles left in the bag. The procedures are as follows:
a.) Declare the intent to change and the number of tiles to be changed.
b.) Place the tiles to be changed face down on the table. At this point, the opponent’s
clock may be restarted.
c.) Pick the same numbers of tiles in the bag and place this face down on the tables
separate from those to be changed.
d.) Upon the confirmation that the numbers are correct placed the replaced tiles back in
the bag.
e.) Place the replacement tiles on the rack.
f.) If during exchange it is found that too many replacement tiles have been drawn, the
procedure detailed in clause 5 shall be followed.
Players may pass any number of times in a game. The opponent’s clock is started as soon
as possible the intention to pass is declared.
A player may challenge ANY or ALL words form in a turn the procedure to do is as
follows:
a.) A challenge may not be declared until the score for the turn is announced.
b.) The better challenger advises the player if his/her intent to challenge. The player may
not draw any tiles from the bag. The challenger’s clock continues to run until the
formal challenge is made by calling ‘challenge’ to the adjudicator.
c.) The challenger writes the wrong being challenged clearly in capital letters. On a
challenge slip and underlines it, raises his/her hand and calls ‘challenge’ to the
adjudicator. The challenger neutralizes the clock at this point.
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d.) The declaration to the challenge may not be withdrawn.
e.) The decision of the Adjudicator will be indicated by a tick if ALL words written are
correct or a cross if at least ONE word is incorrect. The adjudicator MUST NOT give
any indication to either player that any particular word is wrong or right, but
adjudicate on the turn as a whole.
f.) If the challenge is successful, i.e. the challenge slip is return with a cross, the tiles
played in the turn are removed from the board, CH X is marked on the score sheet.
For the player’s turn and the player restarts the challenger’s clock. If the challenge is
unsuccessful, i.e. the challenge slip is returned with a tick, the challenger does not
miss a turn; however the challenged in addition to his/her turn score. The player
restarts the challenger clock.
End of the Game
a) Play continues in turn unless:
1. Either one player plays the remaining tile/s on her rack or there are no tile/s in
the bag.
2. Or neither player can make a valid play.
b) The player not playing the last game neutralizes the clock to indicate acceptance of
the last turn and the end of the game, or to challenge a word played. If the challenged
word is acceptable the game is ended. If the challenged word/s is/are acceptable the
player adds 5 points for each word challenged to his/her turn score, and the game is
ended.
c) The score of the player who goes out will be increased by double the sum of the value
of the tiles remaining on the opponent’s rack. If both players have tiles left the value
of the tiles held by each is deducted from their respective scores.
d) The player with the higher adjusted score is the winner. In the event of both players
having the same adjusted score will be credited with one-half win.
e) Total for each player are carried to the bottom of the score sheet. Both players must
ensure that their score sheets agree and will sign their opponent’s score sheet to
indicate.
f) The tiles then arranged in a 10 by 10 square on the board ready for the next game.
g) The winning player will ensure that the score sheets are handed to the scorer.
VI. Tables Tennis (Boys and Girls: Singles, Doubles and Mixed Doubles)
The rules of the game conform to the ITTF Laws and Regulations for
International Competition.
A racket shall not be replaced during a match unless it is accidentally damaged so
badly that it cannot be used.
In singles, the server shall first make a service, the receiver shall then make return
and thereafter server and receiver alternately shall each make a return.
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In doubles, the server shall make the first service, the receiver shall then make a
return, the partner of the server shall then make a return, the partner of the
receiver shall then make a return and thereafter each player in turn in that
sequences shall make a return.
VII. Badminton
A player may not touch the net with a racket or history body during the play.
If the puzzle passes through or under the net, outside the boundaries, fails to
pass the net, touching the ceiling or side walls, or touches a person or their
clothing, the rally ceases and the player committing the fault is penalized.
Players must not touch the net.
The shuttle may not rest momentarily on the racket during execution of a shot.
This is a “carry” and any player at fault should call it.
A birdie may not hit over the net to hit the shuttlecock.
A player may not hit over the net on its way across during play and the rally
can continue.
A player may not hit over the net to hit the shuttlecock.
Matches will consist of 3 games. First 2 games to 21 points, and 21 for the decision
game.
The system to be followed in round robin.
VIII. Dart (Singles and Doubles) (501 for Boys and 301 for Girls)
Both players (one player from each team) throw one dart each at the bulls-eye.
The closest to the bulls-eye gets to throw first. Typically this player also names of
the game to be played. The initials of the players are written above each column
of the scoreboard with the winner of the bulls-eye on the left.
If the game was called as a straight-in game, the first players (winner of the bulls-
eye) begins by throwing three darts trying to attain the highest score possible.
Each dart is scored by the number where it lands with the thin inner ring being
worth 3 times the number indicated and the thin outer ring worth two times the
number indicated while the two large sections score exactly the number indicated.
Thus the highest attainable score with three darts is 180 by hitting three triple
20’s.
If the game was called as a double-in game, the first player must hit any double
on the board before they may begin counting their score. For example if the
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player threw a single 20, a double 20 and a single 20 the score would be 60
points. The first dart did not count because the player had not yet hit a double so
only the second and third darts did not count. Once a player has “gotten in”
subsequent rounds do not require a double be throwing again.
Play continues alternating players on each side of the board. When the scores get
low the player starts to need to think about how they are going to get “out”. The
exact number a player should start to think about this varies with ability.
A “double out” game means that you must hit a double that makes your score
exactly zero to win the game. For example, if you have a 32 point left, you must
hit a double sixteen with your first scoring dart to win. If you miss the double
sixteen and hit a single eight, you now have 23 points with your remaining two
darts. You have “busted” because you only have 1 point and there is no way to
throw half of one. When you bust, all darts threw in that round do not count and
your turn is over. You also bust if you end up with less than zero or if you hit
exactly zero but your last dart was not a double.
A “straight out” game means that not double is needed to win, you must simply
arrive at zero points. Therefore, if you had a score of 32, simply hitting two single
16’s will win the game. The only way to “bust” in a straight out game is to end
up.
Players must provide their own dart pins.
IX. Athletics
Each team shall be allowed two (2) entries per individual event per year level and
1 entry for relay per category.
Every athlete should wear proper attire.
The entry for each heat shall be determined by the tournament director as well as
the lane assignment for finals.
All applicable rules such as but not limited to, False Start, Lane Violations, Baton
passing, etc., as prescribed by the International Association of Athletics
Federation Competition Rules (IAAF) duly adopted by the Philippine Amateur
Track and Field Association (PATAFA) shall be applied.
1. 100 meter dash (Boys and Girls)
2. 4 x 100 meter relay (Boys and Girls)
3. 4 x 400 meter relay (Boys and Girls)
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GUIDELINES FOR SOCIO-CULTURAL COMPETITION
CRITERIA
CRITERIA
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3.Popular Dance Competition
CRITERIA
Choreography 35%
Concept/message 30%
Synchronization/Mastery 25%
Costume 10%
TOTAL 100%
4.Dance Sports
Each team must have two (2) pair per category composed of a boy and a
girl.
Dances to be performed are Samba, Rumba, Cha-Cha-Cha, and Jive.
Only one (1) contest piece will be used for the competition.
The committee will provide the music and it will only be played during
the contest proper.
Proper attire must be observed. The use of flesh color and too daring outfit
is strictly prohibited.
CRITERIA
1. Each team will be represented by two groups per category with three members each.
Category A – Yr1 (2), Yr2 (2), Yr3 (2)
Category B – Yr4 (2), Yr5 (2), Yr6 (2)
2. The contest consists of three (3) rounds, the questions of which are duly decided by the
SSG and the teacher in-charge per category. The team with the highest accumulated score
after the 3rd round is declared winner. There will be 5 questions per round.
a. 1st round – 5 points each (EASY round)
b. 2nd round – 10 points each (AVERAGE round)
c. 3rd round – 15 points each (DIFFICULT round)
3. The Quizmaster will read the question twice. After the second reading, each team will be
given 10 seconds to answer the questions in the first round and 15 seconds in the 2nd and
20 seconds 3rd rounds.
4. The questions will be answered in a team effort. The members of the individual team may
consult each other. Anyone of the team members may answer the questions. Answers
should be written on the official sheet before the time is up. Otherwise, the team’s answer
will not be honored.
6. Questions that require the contestants to identify the answer like in the case of the
General Information, the answer/s should be correctly spelled.
7. Tiebreaker/Clincher questions will be given in case of a tie. The “Sudden Death” policy
will be adopted.
8. Protest during the contest will not be entertained. Protest must be filed after the contest
(see General Guidelines). If there are protests after the contest, the announcement of the
winners will be suspended. The decision of the protest committee is final and irrevocable.
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SPELLING BEE GUIDELINES
A. Participants
Each team will be represented by two groups per category with three members each.
B. Officials
Officiating the Spelling Bee will be the Bee Master and the Time Keeper
C. The Official Dictionary of Spelling Bee is the Webster’s Third New International
Dictionary. This dictionary will serve as the final authority for word spelling and
pronunciation.
If a word has two or more accepted spellings, the spelling listed first will be accepted
as correct.
Some words on the list may not appear directly in the dictionary (plurals, possessives,
etc.). Accepted rules for these words will apply.
Words shall be pronounced according to the diacritical markings in the dictionary,
from which the Bee Master shall select the definition or definitions that he gives.
The Bee Master may give a fuller explanation of the meaning of the word to
supplement the dictionary definition or definitions quoted.
He may also give the part of speech as well as alternative sentences, if needed.
D. Spelling Procedure
The contest consists of three (3) rounds, the questions of which are duly decided by the
SSG and the teacher in-charge per category. The team with the highest accumulated score
after the 3rd round is declared winner. There will be 5 words per round.
The Bee Master will say the word, its meaning and the sentence twice. He/she will read
the meaning of the word followed by a sentence where the given word is used.
The participants will only write the word upon hearing the word “GO” after the second
reading.
The Time keeper is responsible for the correct timing as mentioned.
The participants will be disqualified if he/she does not follow the above listed timing
rules.
The audience is also requested to remain seated until a break is offered in order to avoid
confusion for the participant.
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GUIDELINES FOR DECLAMATION, POSTER MAKING and ESSAY WRITING
Story Telling
Each team must have one (1) participant either (male or female) per
category.
There will be one contest piece for both categories “The Lion and the
Mouse”.
The participant is free to choose his/her attire.
CRITERIA
TOTAL 100%
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Essay Writing Contest
CRITERIA
Content 50%
Relevance to the theme 40%
Neatness of Penmanship 10%
TOTAL 100%
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SEARCH FOR MARIST BOY AND GIRL 2013
I. General Qualifications
This competition is only for the representatives of each team which are organized
for the NDMU-IBED Intramurals 2013.
Each team is represented by two pair s of contestants. The pair must be one male
and female, regardless of year level
Contestants must possess pleasing-personality and of good moral character.
Major Awards
Marist Boy and Marist Girl 2013
Mr. & Ms. Humility
Mr. & Ms. Simplicity
Mr. & Ms. Modesty
Mr. & Ms. Fidelity
Mr. & Ms. Integrity
Minor Awards
Special Awards
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III. General Criteria
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NOTE:
- Ranking system will be employed. Each judge will rank the candidates according to
his/her choice based on the point system of criteria. The rank will be used in the
computation. In case of a tie, point system will be applied.
- The scores garnered by the contestants in the different exposures will not be counted as
part of the competition.
Each contestant is free to choose what talent he/she is going to present provided that the
presentation is descent and conforms to the standard of this institution.
Each candidate is given minutes for presentation which includes the preparation,
entrance, and exit.
A two-point deduction per judge will be given to either over or under time performance.
Use of flammable materials and derogatory words are strictly prohibited.
The talents will be judged according to the following criteria:
Performance 40%
Mastery
Precision
Stage presence
Delivery
Creativity/innovativeness/novelty 20%
100%
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MARIST ZENRADE 2013
“Prowess and Synergy: The Marist Way!”
I. Program
Invocation ……………………………………………………………….
Elementary level
III. Awarding of certificates to the board of Judges…………. Mr. Wilter C. Friales, MAED
Activity Coordinator
Host:
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MARIST ZENRADE 2013
“Prowess and Synergy: The Marist Way!”
QUIZ BOWL, SPELLING BEE, ESSAY WRITING AND POSTER MAKING CONTEST
(Elementary)
October 22, 2013/8:30 AM
Elementary lobby
I. Program
University Hymn
1. Spelling Bee
2. Quiz Bowl
3. Essay Writing and Poster Making (Simultaneously done at the Elem library)
I. Program
University Hymn
Story Telling
Marist Idol (Song Solo)
Marist Duo (Duet)
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MARIST ZENRADE 2013
“Prowess and Synergy: The Marist Way!”
SEARCH FOR MARIST BOY AND GIRL 2013 AND POPULAR DANCE CONTEST
(Elementary)
October 24, 2013/12:30 PM
NDMU Gymnasium (Main Campus)
SCHOOL UNIFORM
SPORTS ATTIRE
INTERVIEW
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Awarding of Special Awards
Coronation of Mr. and Ms. Marist Zenrade 2013……………… Mr. Allan C. Sumadic, MA
Principal
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MARIST ZENRADE 2013
“Prowess and Synergy: The Marist Way!”
I. Program
University Hymn
Popular dance
Dance sports
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In charge for the following events
Teacher Event
Mr. Bary Ogod Basketball Boys
Mr. Loel Pasinag Volleyball Boys
Mrs. Grace Dalde Volleyball Girls
Mr. Ryan Jay Paginag Soccer
Mrs. Michelle Patani Kickball Girls
Bro. Paul Won Table Tennis
Mrs. Marifel Marquez Badminton
Mrs. Rosalinda Paciente Chess
Mrs. Ivy Balderas Scrabble
Mrs. Ivy Balderas Word Factory
Ms. Hazel F. Mayordomo Dart
Mrs. Grace Dalde Running events
Mr. Ryan Jay Paginag Poster Making
Ms. Edluv Gayle Bustillo Battle of the Brains
Mrs. Sharon S. Cadiz Spelling Bee
Ms. Luzel Alo Essay Writing
Ms. Ma. Luisa Delmoro Search for Marist Boy and Girl
Ms. Jovee Narte Bunong Braso (B/G)
Ms. Jovee Narte Dampa
ssg Story Telling
ssg Larong pinoy
ssg Singing events
ssg Popular Dance
ssg Dance Sports
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