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AMA UNIVERSITY

Senior High School Department i


Maximina St., Villa Arca Subdivision, Project 8,
Quezon City, Philippines

THE RELATIONSHIP OF PLAYING LEAGUE OF LEGENDS TO


THE ACADEMIC GRADES OF THE SELECTED SENIOR
HIGH SCHOOL STUDENTS OF AMA UNIVERSITY
SY 2018-2019

A Research Proposal
Presented to the Faculty of the
Senior High School Department
AMA University
Quezon City

In partial fulfillment
of the requirements in
Practical Research 2

Christine Andrea A. Viray


Marc Robert C. Villanueva
Von Lhenard T. Belara
John Mardee L Profeta
Kevin G. Anales
Justine Esguerra
Justine Cyrus Casurog
John Christopher Raet
Veronnica T. Pantoñal
Bismark G. Loresma
Morell M. Hasal
Denzel G. Villaruel

September 2018
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THE RELATIONSHIP OF PLAYING LEAGUE OF LEGENDS TO


THE ACADEMIC GRADES OF THE SELECTED SENIOR
HIGH SCHOOL STUDENTS OF AMA UNIVERSITY
SY 2018-2019

Research paper submitted to the faculty of the Senior High School Department
of AMA University, Quezon City, Metro Manila in partial fulfillment of the
requirements in Practical Research 2.

INTRODUCTION

Background of the Study

The rise in the use of the internet has led to many changes in daily life. In

particular, this rise has also led to the rise of online gaming. Online gaming can

refer to any type of game that someone can play through the internet or over a

computer network. Most of the time, online gaming refers to the video games

played over the internet, where multiple players are in different locations around

the world. In this study we will use League of Legends which is one of the most

famous online games that is usually used by senior high school students.

According to the article of Ramona Tampa (2017) League of Legends is a

mass multiplayer online video game developed by Riot Games, and has been

available for free since 2009. The game is currently recognized as the world’s

largest online multiplayer game. To add to this statement, Riot Games have

reported for Forbes, towards the end of 2016, a record statistic of 100 million

players per month, surpassing industry giants such as DoTA, or Blizzards “World

of War craft”. In order to be able to understand an in-depth analysis of League of


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Legends temporary teams and the ways they strategize through communication,

it is important to get acquainted with the general rules of play, as well as

understand a number of terms directly related to “League of Legends"

But for the purpose of this study, the researchers decide to connect it to the

grades of the students.

According to the article of Ash Redbutts (2014) grading in education is the

process of applying standardized measurements of varying levels of

achievement in a course. Grades can be assigned in letters (for example, A, B,

C, D, or F), as a range (for example 1 to 6), as a percentage of a total number

correct, as a number out of a possible total (for example out of 20 or 100), or as

descriptors (excellent, great, satisfactory, needs improvement). In some

countries, all grades from all current classes are averaged to create a grade point

average (GPA) for the marking period. The GPA is calculated by taking the

number of grade points a student earned in a given period of time divided by the

total number of credits taken. The educational system of the Philippines was

patterned both from the educational systems of Spain and the United States.

However, after the liberation of the Philippines in 1946, the system changed

radically. The Department of Education (or DepEd) administers the entire

educational system, especially the curriculum, along with the utilization of given

funds for school services, equipment, recruitment of teachers (for public schools

only)
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In summary, the researchers aimed to reveal the relationship of playing

League of Legends and the academic grades of the selected senior high school

students.

Objectives of the Study

The study generally aimed to find significant correlation between playing

League of Legends to the academic grades of the selected senior high school

students.

Specifically, the researchers aimed to:

1. To determine the level of addiction in playing League of Legends of the

respondents

2. To determine the academic grades of the respondents

3. To determine the significant relationship between playing League of

Legends and academic grade of the respondents

Statement of the Problem

This study aims to relate playing League of Legends to the academic

grades of the selected senior high school students.

Specifically, the study sought to answer the following questions:

1. What is the level of addiction in playing League of Legends of the

respondents?

2. What is the academic grade of the respondents?


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3. Is there significant relationship between playing League of Legends

and the academic grades of the respondents?

Hypothesis

Based on the formulated statement of the problem, the researchers came

up with this null hypothesis:

1. There is no significant relationship between playing League of

Legends and academic grades of the selected senior high school students

Significance of the Study

This section enumerates the importance of this study. The study will be

important to several groups and individuals.

To the Students. This study will help the students to aim for higher

grades even though they are a player of League of Legends. This will help them

to realize that being a student, the number one priority is to study hard.

To the parents. This study will help the parents to make their child

realize that having fun with friends is not bad as long as they know their limits

and responsibilities.

To the teachers. This study will help the teachers in disciplining the

students to go in school in time and by not ditching classes because of playing

League of Legends.
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To the community. This study will help the community to be a better one

because the youth living in the community will know their limits in playing online

games and they are going to be more focus on their studies.

Theoretical Framework

On the academical grade, this study was framed on Howard Gardner’s

(1991) Multiple Intelligence Theory.

Howard Gardner of Harvard has identified seven distinct intelligences.

According to this theory, we are all able to know the world through language,

logical-mathematical analysis, spatial representation, musical thinking, the use of

the body to solve problems or to make things, an understanding of other

individuals, and an understanding of ourselves. In this theory we can say that

every person has its own strengths and weaknesses. Here is the seven distinct

intelligences Howard Gardner proposed:

1. Visual-Spatial- They like to draw, do jigsaw puzzles, read maps,

daydream. They can be taught through drawings, verbal and physical

imagery

2. Bodily-kinesthetic-They like movement, making things, touching. They

communicate well through body language and be taught through

physical activity, hands-on learning, acting out, role playing. Tools

include equipment and real objects.


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3. Musical-They may study better with music in the background. They can

be taught by turning lessons into lyrics, speaking rhythmically, tapping

out time. 

4. Interpersonal-They have many friends, empathy for others, street

smarts. They can be taught through group activities, seminars, and

dialogues.

5. Intrapersonal-They're in tune with their inner feelings; they have

wisdom, intuition and motivation, as well as a strong will, confidence

and opinions.

6. Linguistic-They like reading, playing word games, making up poetry or

stories. They can be taught by encouraging them to say and see

words, read books together. 

7. Logical - Mathematical-They like to experiment, solve puzzles, ask

cosmic questions. They can be taught through logic games,

investigations, mysteries. They need to learn and form concepts before

they can deal with details.

On the League of Legends this study was framed on the book of Markus

Friedl (2003) entitled Online Game Interactivity Theory.

 Online Game Interactivity Theory is about online game design, its

concepts, techniques, and tools. It guides you through the design process for

multiplayer online games, beginning with discussions of online game history, the

differences between single-player games and online games, and how the various
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categories of online games affect design. It defines interactivity on three different

levels: player-to-computer, player-to-player, and player-to-game. Details on

multiplayer game design issues are also discussed along with guidelines and

suggestions for integrating these issues into your games. These guidelines range

from community design to the unique importance of a player’s avatar. The book

concludes with discussions of valuable tools and strategies that will help improve

your workflow. Interviews with some of the most influential people in the

computer game industry are also included, to provide insight into their thoughts

on online games, the unique features of online game design, and various

interpretations of interactivity.

Conceptual Framework

League Academic
Of Grades
Legends

Figure 1. Conceptual framework of the study


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Based from our research paradigm, the researchers described two

variables namely, the League of Legends and the Academic grades of the

respondents.

Furthermore, the researchers correlated League of Legends and the

academic grades of the respondents in order to determine the kind of

relationships these variables have. Correlation or associations between variables

are represented by double-headed arrows.

Scope and Limitation of the Study

The study was conducted to determine the relationship of League of

Legends and the academic grades of the selected senior high school students of

AMA University during the academic year 2018-2019.

Operational Definition of Terms

This study used the following essential terms to give light to the

presentation of the research and to guide the readers for clarification as each

term was operationally defined.

Academic Grades. This refers to a process of applying standardized

measurements of varying levels of achievement in a course.


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League of Legends. This refers to a mass multiplayer online video game

developed by Riot Games.

REVIEW OF RELATED LITERATURE

This section incorporates literature and studies that offer intelligible facts

indispensable to the development of this study that will intensify pertinent

concept in establishing relationship between Variable 1 and Variable 2.


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On the study of Minh Vu (2015) about League of Legends, Video games

have been a part of society for so long that there is an industry producing

hundreds of game titles on various platforms and with various genres. Among all

stands League of Legends, a Multiplayer Online Battle Arena game that grows so

popular that it has held four world championship tournaments attracting millions

of players around the world. This paper aims to study the reasons behind such

phenomenon, to understand what makes millions of people enjoy both playing

and watching the game by offering theoretical explanations and finding real life

events and examples that correspond with the explanations. It concludes that

there are two reasons, the appealing of escapism and the need for competition,

which the game developers of League of Legends have fulfilled excellently.

Understand these reasons, the people’s need in entertainment can be

understood better and the next popular trend can be predicted .

On the study of Filbert Goetomo (2016) about League of Legends, their

thesis utilizes event studies to measure the impact of League of Legends Esports

teams on the share prices of their main sponsors and parent company, namely,

the CJ Corporation, Korean Air, the Kt Corporation, Samsung Electronics Co Ltd

and SK Telecom. Hypothetically, the success of a team, the acquisition of a

major player or the beginning of a sponsorship would have a positive effect on

the corporation reflected in an increase in the firm’s daily share price returns.

Results showed that this was indeed true especially for a team’s success in large
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competitions such as the SBENU Summer Championships 2015 and the annual

World Finals. As such, corporations can benefit from increasing their investments

into the scene as a result of the quantifiable win-win scenario apparent for both

firm and team

On the study of Brandon Agha (2015) about League of Legends, the goal

of his work is to explore the lives and labor of League of Legends professional

players. Created in 2009, League of Legends rapidly grew to be one of the most

played and watched Esport game in the world. Professional players are often

heralded as celebrities and their decisions impact the larger League of Legends

and Esports community. This work examines the realities of Esports for

professional players. It further analyzes the structure and organization of play

and work in the League of Legends Esports setting. For the developer, Riot

Games, Esports serves a variety of purposes and this thesis explores this and

the contributions of Esports professionals to the development of the game.

On the study of Artian Kica (2016) about League of Legends, wants to

undestand the impact of game balance changes on character performance is

important for game designers and players. For this study, we analyzed the effect

of patches on champion win rates, pick rates, and ban rates from League of

Legends, a popular online game created by Riot Games. This was achieved by

categorizing patches by change type. These changes were correlated to game

statistics sampled by pulling statistics from 128 champions and roughly 465,000

games from the Riot Games API. In order to be more conveniently accessible to
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the developers and player base, this information is displayed publically on a WPI

hosted website on a per character basis.

On the study of Phuong Anna Vu (2009), the study examines close

teacher-student relations, classroom characteristics, and interaction effects on

student academic grades and standardizes achievement scores. Classroom

characteristics including teacher instructional practices, class mean teacher-

student relationships, and a classroom index of academic risk are evaluated for

their influence on student achievement. The participants are 24,328 students

(kindergarten through fifth grade) nested within 946 classrooms from 45 public

schools in Virginia. Multilevel analysis tests the student- and classroom-level

associations separately for each grade level. Results indicate that close teacher-

student relations and teacher self-reported use of good instructional practices

predicts positive student academic achievement. Interaction results indicate that

the association between close teacher-student relations and student

achievement is slightly stronger in classrooms with more academic risk,

according to the models examined.

On the study of Murat Balkis (2016), The aim of the study was to examine

the direct and indirect relationship between student school absenteeism,

personal factors (academic self-perception, attitudes towards teacher and school,

goal valuation and motivation/self-regulation), family factors (parents’ educational

level and income), and academic achievement in structural equation model. Four

hundred and twenty three high school students participated in the study. The
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findings revealed that student absenteeism was negatively related to academic

self-perception, attitudes towards teacher and school, goal valuation, motivation/

self-regulation, and academic performance. Results also revealed that student

absenteeism differed in respect to parents’ educational level and income. Results

from SEM analyses noticed that personal and family factors significantly predict

previous and current student absenteeism. SEM analyses also revealed that

previous student absenteeism significantly predict previous academic

achievement. Finally, SEM analyses noticed that previous student absenteeism

and previous academic achievement can predict current student absenteeism.

Contribution and implications of these findings were discussed in detail.

On the study George Essel (2017), the thesis examines the impact of

stress on students’ academic performance and stress management among

students of Seinäjoki University of Applied Sciences. The main objectives were to

ascertain or identify the extent to which stress affects students’ academic

success, health and general lifestyle, as well as to inquire and bring to light

measures to counteract the effects of existing stress in students. A quantitative

method was used in gathering and analysing the data. For this purpose,

questionnaires were distributed to two students groups, who consisted of Finnish

and international students. The results obtained show the different factors that

cause stress among students. The factors were grouped into four, namely

Relationship factors, Environmental factors, Academic factors, and Personal

factors. With respect to Relationship factors, working with new people was the
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main cause of stress for students in both groups. In the case of Environmental

factors, worries about the future was the main factor causing stress among

students, whereas class workload was the main element of stress with regard to

the Academic factors. In the category of Personal factors, financial problems

caused most stress to students. Stress can, however, be managed through the

introduction of a stress management course and engaging in extracurricular

activities.

On the study Kaye Marie D. Arieta (2017),  The study entitled, “Factors

affecting the Study Habits on the Academic Performance,” is conducted to the

Senior High School Students of Davao Doctors College during the second

semester of School Year 2016-2017. Study habits play a very important role

in the life of students. Success or failure of each student depends upon his own

study habits. Of course, study is an art and as such it requires practice. Some

students study more but they fail to achieve more. Others study less but achieve

more. Success of each student definitely depends upon ability, intelligence and

effort of students. The qualitative method is used in the study, in which objectives

are to name the factors which affect study habits of the Senior High School

students of Davao Doctors College, how study habits affect the academic

performance of the said students, and investigate the relationship between the

two variables. For this study, the researcher’s design self-administered

questionnaire for the data gathering process to achieve the main objective of the

study. The primary aim of the questionnaire is to determine the respondents’


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profile according to the factors which affect the study habits, including time

management, study environment, and use of social media. Results imply that

most of the respondents believe that their study habits are affected by their time

management, study environment, and use of social media, and that these factors

impact their academic performance. Another important finding shows a high-level

of Senior High School Students’ academic performance is greatly influenced by

their use of social media, which is a said factor that affects the students’

academic performance. However, gender does not significantly impact the

factors that affect the study habits of the respondents. Generally, all of the said

factors tend to significantly affect the academic performance of the respondents.

Synthesis

The above studies and literature supported and exemplified the variables

of this study. League of Legends is a multiplayer online game that has been part

of our society. It also rapidly grew that it became one of the most played and

watched online game. It became popular that it has held some world

championship tournaments. The professional players that joined the tournaments

often become celebrities. There are some reasons why they are paying League

of Legend, first is to be entertained and second is to earn money by joining in

some tournaments.

. Academic grades are the standardized achievement of every student.

There are some factors that may affect the academic grades of the student;

relationship factor is one of it which is about the stress in working with new
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people. The other factor is the personal factor which is about self-issues of the

students like financial problems. Personal factors may also lead to absenteeism.

Another factor is the use of social media because students nowadays are

addicted in it but the success of a student depends on their selves. It depends on

the effort and time they are spending on their studies.

RESEARCH METHODOLOGY

This section introduces the whole perspective in which data were

accumulated. It includes the discussion of the research design that was used, the

place where the research was conducted, the participants of the study, the

instruments being employed, the procedures on how the data were gathered and

the statistical treatment utilized in answering the research problems and the

hypotheses.

Research Design

According to Martyn Shuttleworth (2008) Descriptive research design is a

scientific method which involves observing and describing the behavior of a


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subject without influencing it in any way. The researchers used descriptive

research design in able to define the two variables.

According to Devin Kowalczyk (2003) Correlational research is a type of

non-experimental research in which the researcher measures two variables and

assesses the statistical relationship between them with little or no effort to control

extraneous variables. It is simply defined as a relationship between two

variables. The whole purpose of using correlations in research is to figure out

which variables are connected. This study attempted to explain the nature of

relationship of playing League of Legends to the academic grades of the

students.

Correlational research was also used in this study, since this study have two

variables which are League of Legends and the academic grades of the

students. The researchers used this research design to know if the variables are

connected and if they affect the other variable.

Research Locale

This study was conducted in AMA University, established on October 15,

1980 by Dr. Amable R. Aguiluz V. AMA University. AMA University is the first ICT

University in the Philippines and in Asia which is located at Maximina, Villa Arca

Subdivision Project 8, Quezon City, Metro Manila.

Participants and Sampling Technique


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This study involved 100 senior high school students of AMA University

and the researchers utilized convenience sampling method in gathering data.

Convenience sampling is used because of the respondents’ proximity to the

researchers.

Research Instrument

To measure the variables presented, the researchers administered the

following researchers-made instruments.

League of Legends Survey is a 10-items survey which measures the

average hours that is being spent by the students in playing League of Legends

per day. In this instrument, participants were instructed to rate each of the

statements on a 4-point scale (1=sometimes, 2= often, 3=mostly and 4=always).

For the scoring, the score for each item were added and divided to the perfect

score to find the average. It was then multiplied to one hundred to find the

percentage. The following are the interpretations of the researchers-made

instrument League of Legends Survey:

Weighted Mean Percentage Interpretation

3.51 – 4.00 87.75% – 100% High Level of addiction to LOL


2.51 – 3.50 62.75% – 87.50% Slightly high level of addiction to LOL
1.51 – 2.50 37.75% – 62.50% Slightly low level of addiction to LOL
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1.00 – 1.50 25.00% – 37.50% Low level of addiction to LOL

High level of addiction (87.75% – 100%). The respondents always feel

restlessness and/or irritability when unable to play. They were always

preoccupied with the thoughts of previous online activity or anticipation of the

next game session. They always isolate themselves from others in order to

spend more time gaming.

Slightly high level of addiction (62.75% – 87.5%). The respondents

often feel restlessness and/or irritability when unable to play. They were often

preoccupied with the thoughts of previous online activity or anticipation of the

next game session. They often isolate themselves from others in order to spend

more time gaming.

Slightly low level of addiction (37.75% – 62.5%). The respondents

rarely feel restlessness and/or irritability when unable to play. They rarely

preoccupied with the thoughts of previous online activity or anticipation of the

next game session. They rarely isolate themselves from others in order to spend

more time gaming which means they have time to hang-out with their friends.

Low level of addiction (25% – 37.5%). The respondents never feel

restlessness and/or irritability when unable to play. They were never preoccupied

with the thoughts of previous online activity or anticipation of the next game

session. They never isolate themselves from others in order to spend more time

gaming which means they have all the time to hang-out with their friends.
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. The following are the interpretations of the Academic Grade.

Descriptors Grading Scale Remarks

Outstanding 90-100 Passed


Very Satisfactory 85-89 Passed
Satisfactory 80-84 Passed
Fairly Satisfactory 75-79 Passed
Did not meet expectation Below 75 Failed

Data Gathering Procedure

In line with the research design and method, pencil and paper test was the

only method used in gathering the data. Interviews, observation, and any other

qualitative form of data gathering processes were not used in this study.

Primarily, the researchers asked permission from the Principal of AMA

University to conduct the study. Subsequently, after the permission was granted,

the researchers sent a consent letter to the participants who were the faculty

members of AMA University. Then, the researchers handed over the personal

information sheets together with the survey questionnaires to the target

participants. The survey questionnaires were collected immediately after the

participants answered the survey.

The researchers asked permission from the school to conduct the study.

The researchers sent a letter of consent to the target participants.

The researchers gave the personal information sheet and the questionnaires to
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the target participants.

The researchers collected the results immediately after the participants answered
the survey questionnaires.

Figure 2. Data gathering flow

Statistical Treatment

The following statistical tools were used to answer the statement of the

problem.

Frequency. It is the number of times a certain value or class of values

occurs, frequency is usually denoted by f.

Percentage. It is a way of expressing a number as a fraction as per cent

means per hundred.

P = percentage
f = frequency
N = Population

Mean. It is the sum of all the values in a set, divided by the number of

values. The mean of a whole population is usually denoted by µ.


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= mean score
∑x = sum of scores or value of data
N = Population

Pearson product-moment correlation coefficient (Pearson r). It is a

measure of the strength of the linear relationship between two or more variables.

It is referred to as Pearson's correlation or simply as the correlation coefficient.

Pearson's r can range from -1 to 1. An r of -1 indicates a perfect negative linear

relationship between variables, an r of 0 indicates no linear relationship between

variables, and an r of 1 indicates a perfect positive linear relationship between

variables.

N = number of pairs of scores


= sum of the products of paired scores

= sum of x scores

= sum of y scores

= sum of squared x scores

= sum of squared y scores


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PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This section consists of tabular presentation of the accumulated data,

analysis and interpretation of findings based on the results of the statistical

treatment being utilized.

Table 1. Distribution of Respondents in terms of League of Legends

INTERPRETATION f %
High level of addiction to LOL 5 5
Slightly high level of addiction to LOL 93 93
Slightly low level of addiction to LOL 2 2
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Low level of addiction to LOL 0 0


TOTAL 100 100

Table 1 shows the result of the distribution of frequency and percentage of

the respondents’ level of addiction in playing League of Legends. Based on the

results, the level of addiction in playing League of Legends of the senior high

school students ranged from high level to low level.

Out of 100 respondents, 5% had experienced high level of addiction to

League of Legends, 93% experienced slightly high level of addiction to League of

Legends and 2% revealed that they only had experienced a slightly low level of

addiction to League of Legends. Lastly, there were 0 respondent out of 100

experienced a low level of addiction to League of Legends.

Table 2. Distribution of Respondents in terms of Academic Grade

INTERPRETATION f %
Outstanding 37 37
Very Satisfactory
50 50
Satisfactory
Fairly Satisfactory 13 13
Did not meet expectation
0 0

0 0
TOTAL 100 100

Table 2 shows the result of the distribution of frequency and percentage of

the respondents’ academic grade. Based on the results, the academic grade of

the senior high school students ranged from high level to low level.
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Out of 100 respondents, 37 % had an outstanding academic grade, 50%

had a very satisfactory academic grade, 13% of them revealed that they have a

satisfactory academic grade and none of them had a fairly satisfactory academic

grade. Lastly, there were 0 respondents out of 100 who did not meet the

expectation.

Table 3. Pearson- R Correlation Analysis on Peer Pressure and Self-esteem

r N p-value Decision Interpretation

-0.01 100 0.9213 accept H0 There is a significant relationship

Table 3 shows the result of the correlation between addiction to League of

Legends and academic grade of the respondents. Based on the result, the

computed Pearson-r statistic was -0.01 with its associated probability value of

0.9213 more than the critical value of 0.05. Thus, the null hypothesis was

accepted. This suggests that there was a significant relationship between

addiction to League of Legends and academic grade.


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SUMMARY, CONCLUSION AND RECOMMENDATIONS

This chapter presents the summary of the findings of this research, the

conclusions derived from these findings and the researchers’ recommendations

for future researches of similar concern.

Summary of Findings

This study primarily aimed to determine and/or establish correlation

between the level of addiction in playing League of Legends and the academic

grades of the selected senior high school students of AMA University.

The study utilized a Descriptive-Correlation research design in answering

its research problems. Descriptive research was used to gather information about
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Senior High School Department 27
Maximina St., Villa Arca Subdivision, Project 8,
Quezon City, Philippines

the two variables used. Researchers were able to find the current level of

addiction in League of Legends and the academic grade of the participants

through administration of test. On the other hand, correlational design was used

to investigate the relationship between the level of addiction in playing League of

Legends and the academic grade of the respondents.

The first finding revealed that most of the senior high school students

experienced a slightly high level of addiction in League of Legends.

The second finding revealed that most of the senior high school students

had a very satisfactory academic grades.

Lastly, the third finding revealed the level of addiction in League of

Legends experienced by the selected senior high school students was not

significantly related to their academic grades.

Conclusion

The results claim that majority of the selected senior high school students

in AMA University experienced a slightly high level of addiction to League of

Legends. The researchers infer that students often feel restless. They tend to

isolate themselves to spend more time gaming.

In addition, majority of the respondents were reported to have a very

satisfactory academic grade. This implies that most of the respondents have a

hood time management when it comes to their studies.


AMA UNIVERSITY
Senior High School Department 28
Maximina St., Villa Arca Subdivision, Project 8,
Quezon City, Philippines

And in conclusion, study revealed there is no significant relationship

between the level of addiction to League of Legends experienced by the senior

high school students of AMA University and their academic grade.

Recommendations

Based on the findings and conclusions of the study, the researchers

humbly recommend the following:

The study can be conducted not only in one school but in many

universities in a certain area to gather more data in order for the data to be

qualified for correlational study. Adding demographic profile such as age and

gender are also recommended for better analysis and findings. Using a larger

number of respondents to gather more information.

Comparing the level of addition in playing League of Legends and

academic grades in public and private secondary schools is also recommended

in order to examine if these variables are contradicting to each other so that the

findings that were associated in each variable can be cross-examined to validate

and obtain more results.


AMA UNIVERSITY
Senior High School Department 29
Maximina St., Villa Arca Subdivision, Project 8,
Quezon City, Philippines

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Devin Kowalczyk (2003). Correlational Research: Definition, Purpose &


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AMA UNIVERSITY
Senior High School Department 30
Maximina St., Villa Arca Subdivision, Project 8,
Quezon City, Philippines

Martyn Shuttleworth (2008) Descriptive Research: Definition in


https://explorable.com/descriptive-research-design

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Murat Balkis (2016) The School Absenteeism among High School Students:
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Phuong Anna Vu (2009) The influences of classroom characteristics and teacher


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Ramona Tampa (2017). GG, EZ: Strategic Interaction within ‘League of Legends’
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