Problema
Problema
Problema
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
September 2018
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Senior High School Department 1
Maximina St., Villa Arca Subdivision, Project 8,
Quezon City, Philippines
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
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.
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
Legends temporary teams and the ways they strategize through communication,
But for the purpose of this study, the researchers decide to connect it to the
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
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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League of Legends and the academic grades of the selected senior high school
students.
League of Legends to the academic grades of the selected senior high school
students.
respondents
respondents?
Hypothesis
Legends and academic grades of the selected senior high school students
This section enumerates the importance of this study. The study will be
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
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
Theoretical Framework
According to this theory, we are all able to know the world through language,
every person has its own strengths and weaknesses. Here is the seven distinct
imagery
3. Musical-They may study better with music in the background. They can
out time.
dialogues.
and opinions.
On the League of Legends this study was framed on the book of Markus
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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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
variables namely, the League of Legends and the Academic grades of the
respondents.
Legends and the academic grades of the selected senior high school students of
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
This section incorporates literature and studies that offer intelligible facts
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
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,
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 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
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
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
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
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
student relationships, and a classroom index of academic risk are evaluated for
(kindergarten through fifth grade) nested within 946 classrooms from 45 public
associations separately for each grade level. Results indicate that close teacher-
On the study of Murat Balkis (2016), The aim of the study was to examine
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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from SEM analyses noticed that personal and family factors significantly predict
previous and current student absenteeism. SEM analyses also revealed that
On the study George Essel (2017), the thesis examines the impact of
success, health and general lifestyle, as well as to inquire and bring to light
method was used in gathering and analysing the data. For this purpose,
and international students. The results obtained show the different factors that
cause stress among students. The factors were grouped into four, namely
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
caused most stress to students. Stress can, however, be managed through the
activities.
On the study Kaye Marie D. Arieta (2017), The study entitled, “Factors
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
questionnaire for the data gathering process to achieve the main objective of the
profile according to the factors which affect the study habits, including time
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
their use of social media, which is a said factor that affects the students’
factors that affect the study habits of the respondents. Generally, all of the said
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
often become celebrities. There are some reasons why they are paying League
some tournaments.
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
RESEARCH METHODOLOGY
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
assesses the statistical relationship between them with little or no effort to control
which variables are connected. This study attempted to explain the nature of
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
Research Locale
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
This study involved 100 senior high school students of AMA University
researchers.
Research Instrument
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
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
next game session. They always isolate themselves from others in order to
often feel restlessness and/or irritability when unable to play. They were often
next game session. They often isolate themselves from others in order to spend
rarely feel restlessness and/or irritability when unable to play. They rarely
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.
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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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.
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
The researchers asked permission from the school to conduct the study.
The researchers gave the personal information sheet and the questionnaires to
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The researchers collected the results immediately after the participants answered
the survey questionnaires.
Statistical Treatment
The following statistical tools were used to answer the statement of the
problem.
P = percentage
f = frequency
N = Population
Mean. It is the sum of all the values in a set, divided by the number of
= mean score
∑x = sum of scores or value of data
N = Population
measure of the strength of the linear relationship between two or more variables.
variables.
= sum of x scores
= sum of y scores
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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results, the level of addiction in playing League of Legends of the senior high
Legends and 2% revealed that they only had experienced a slightly low level of
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
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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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.
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
This chapter presents the summary of the findings of this research, the
Summary of Findings
between the level of addiction in playing League of Legends and the academic
its research problems. Descriptive research was used to gather information about
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the two variables used. Researchers were able to find the current level of
through administration of test. On the other hand, correlational design was used
The first finding revealed that most of the senior high school students
The second finding revealed that most of the senior high school students
Legends experienced by the selected senior high school students was not
Conclusion
The results claim that majority of the selected senior high school students
Legends. The researchers infer that students often feel restless. They tend to
satisfactory academic grade. This implies that most of the respondents have a
Recommendations
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
in order to examine if these variables are contradicting to each other so that the
REFERENCES
Artian Kica (2016) Analysis of Data Gathered from League of Legends and the
Riot Games API in https://web.cs.wpi.edu/~claypool/mqp/lol-crawler/final-
report.pdf
George Essel (2017) Causes of students’ stress, its effects on their academic
success, and stress management by students in
https://www.theseus.fi/bitstream/handle/10024/124792/Thesis
%20Document.pdf?sequence=1
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Murat Balkis (2016) The School Absenteeism among High School Students:
Contributing Factors in
https://www.researchgate.net/publication/307088341_The_School_Absenteeism
_among_High_School_Students_Contributing_Factors
Ramona Tampa (2017). GG, EZ: Strategic Interaction within ‘League of Legends’
Ranked Games in http://www.diva portal.org/smash/get/diva2:1107293/