INTRODUCTION
Teamwork has been an essential tool to achieve goals and success. Without teamwork,
teams may fail to perform from the best of their abilities (Pitsoe, 2014). However, some students
still have struggles and perceptions in working cooperatively with their team members, which
may be one of the contributing factors to ineffective teamwork. It is important that students
should learn to function in a team environment in order to enhance their teamwork skills when
they enter the workforce (Stanford University, 2010). In line with this, many researchers had
stated that Massively Multiplayer Online Games (MMOs or MMOGs) could create a problem-
based learning environment for students to learn teamwork skills (Wang & Chen, 2012).
Globally, teamwork skills have not been practiced in American classrooms (Weber,
2010).They believed that grouping students together to work on assignments will not
spontaneously result with productive teamwork (Brown, 2010). In North America, they found
teamwork as difficult because they were used of being individualist, independent, self-reliant and
made decisions alone (Mackin, 2011). Furthermore, in a Chinese classroom culture, Chinese
students attributed lack of interest and motivation in participating in a group work due to their
agreement, collective interest, respect for knowledge and teachers, having efforts in high
Meanwhile, Tiong and Yong (2004) stated that Asian students preferred doing group
work and learn collaboratively in an informal setting rather than in a classroom group discussion
together with peers and teachers. Asian students felt silent when it comes to group discussion in
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the classroom, and it was because of their inadequate language skills, influence of their prior
learning experiences, their weak interpersonal communication skills such as (shyness, low self-
esteem, lack of confidence), and their perceptions to group participation (Campbell, 2006).
Furthermore, research indicated many factors contributing to Asian students silence in group
develop students capacity for self-directed learning, teamwork skills, becoming goal-oriented,
sense of responsibility and accountability for results (DepEd Order 31, s. 2012). Meanwhile, a
research conducted by Altamira (2013) in Calauag, Quezon City reported that cooperative or
collaborative learning enhances students confidence level and their involvement in the learning
process. However, some students preferred to work alone because they believed they could
accomplish more and do it better than the group could (Altamira, 2013).
Teamwork skills have been proved to have significant benefits to students. Learning
benefits included collective problem solving, developing higher quality of ideas and solutions,
exchange of knowledge and learning from each other, collective and active commitment to
learning and spending more time on a task (Johnson, et.al., 2007; Marks & OConnor, 2013).
Furthermore, recent studies also indicated specific benefits of teamwork such as improvement on
performance for both high and low level of students, enhanced higher order reasoning and
critical thinking skills (White, 1998; Gabber, et.al., 1986; Wolfe, 2008).In the opinion of
students, teamwork on doing projects help them to reduce the amount of effort of each
2
member, allowing them to learn from each other as well as coming up with a greater number of
In the world of gaming, teamwork aspects of game play are being emphasized, in which
two or more players need to work together in order to reach a common goal. Participation and
teamwork among team members were important because the work outcome depends on the
ability of team members to participate and interact effectively and efficiently (DeChurch &
Mesmer-Magnus, 2010). Teamwork was also all about how you get along with your teammates
in every game Dota 2 Wiki 2015). Teamwork was essential to complete a task specifically from
obtaining a weapon up to defeating a mob (Lakshmi, 2011). A team that has better organizational
and teamwork skills can easily defeat a less organized team and wins the game (Jakobsson &
Taylor, 2003).
It has been proved that playing online games such as DOTA2 can develop students
teamwork skills. DOTA 2, which is an example of Multiplayer Online Battle Arena (MOBA) is
quite different from other multiplayer games because it requires a high degree of cooperative
teamwork (Dota 2 Wiki, 2015). This game allows players to work together as a team in order to
complete certain quests or defeat the opponents ABC New, 2011). The way a player handle his
teammates is also the same to the way he respond to people in real life situations (Steam, 2016).
Dota2 cannot just help a person to interact with people in everyday life but it also helps the
introverts communicate better and come out of their so called shell( Granic, Lobel & Engels,
2014). Thus, playing DOTA2 is a problem-based learning environment where in students can
3
Students should have the opportunity to practice their skills required as essential for
living in a rapidly changing technology-driven society (Brown, 2010). Hence, one important
matter that deserves attention is to drag the individualist character of the students towards
cooperative teamwork (Datar, Garvin, & Cullen, 2010).. Thus, this study will attempt to create
This study used the Immersion and Transfer Theory of Witmer and Singer (1998).
oneself to be enveloped by, included in, and interacting with an environment that provides a
Witmer and Singer noted the factors that influence immersion. These were isolation from the
interaction and control, and perception of self-movement. Higher the degree of isolation from the
perceives himself/herself to be part of the environment (as opposed to being a mere spectator),
s/he feels more immersed. Lastly, being able to perceive oneself as moving and interacting in the
Mestre (2002) defined transfer of learning (or transfer) as the ability to apply concepts (or
methods) learned in one context to new contexts. Transfer can be of two types: near and far. In
case of near transfer, learning from one setting is transferred to another setting that is closely
related. In case of far transfer, learning is transferred between settings that are different from
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each other. It also included the ability to use learning from one setting to resolve new problems
that have a common structure with the knowledge acquired initially. For transfer to occur
effectively, it was essential that the learner understood the principle behind the initial learning.
Therefore, attention to initial learning was important for transfer. Dede (2005) also noted that the
importance of situated learning lied in the fact that it supported transfer. As the setting for
learning became more and more similar to the real-life setting, it became easier to apply the
learned skills.
This section showed the relationship between the independent and dependent variables of
5
Figure 1 shows a conceptual framework of the study. The independent variable is the
playing of DOTA 2 while the dependent variable is the Teamwork skills with indicators team
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Statement of the Problem
The study aimed to determine the relationship between playing DOTA 2 and the
3. What was the significant relationship between playing DOTA 2 and the teamwork skills
of students?
Hypotheses
HO1. There was no significant relationship between playing DOTA 2 and the
Department of Education head personnel. DepEd might see DOTA 2 in a new light and may
consider it as a healthy exercise for students or staff to improve their team work skills.
Company owners. Company owners may consider DOTA 2 as an exercise or leisure time for
Gaming Caf owners. Gaming cafes will have more customers playing DOTA 2 if the results of
7
Valve owner. Valve, the manager and owner of DOTA 2 will have an increase of players and
net income if found that DOTA 2 will have positive effects on a persons teamwork skills.
DOTA 2 community members. The DOTA 2 community will not only expand, it will also
improve as the gamers will unite and form an even teamwork friendly environment and will aim
DOTA 2 players. DOTA 2 players may even strive to develop more of their skills through
Future researchers. Future researchers may use the results of the study as a basis for future
Definition of Terms
The following terms were operationally defined for better understanding of the study:
DOTA 2- referred to the MOBA (multiplayer online battle arena) game that the researchers have
This study determined the relationship between playing DOTA 2 and teamwork skills of
students. It was participated by 195 male grade 12 students of Cor Jesu College who were also
8
CHAPTER II
This chapter provided related literature and studies that are relevant to the study. The first
section presented DOTA 2 and online games. The second part cited about the understanding of
DOTA 2
Dota 2 stands for Defense of the Ancients 2, a MOBA ( multiplayer online battle arena)
game which is a stand alone remake of Defense of the Ancients mod for Warcraft III: Reign of
Chaos and its expansion pack which is the Frozen throne (Urban Dictionary, 2012). Dota 2 was
developed by Valve Corporation and remains as one of the current famous highly played games
In order to execute complex team-based strategies, players take on very specific roles
within a team (Eggert, et al. 2015). When a person is playing Defense of the Ancients 2( DOTA
2), he/she must communicate with other players in order to plan every attack unto the opponents.
Surprised attacks are called ganks. This kind of atack is very effective when not seen or when the
The game is custom played with 10 players, a five versus five battle of radiant and dire in
defending their ancients through the use of heroes with different roles in the game such as a
carry, disabler, lane support, initiator, jungler, support, durable, nuker, pusher, and escape, and
are divided into two categories, ranged and melee (Dota 2 Wiki, 2015).
9
Aside from skills, teamwork and communication is needed to win the game as the game
is won through destroying the opponents ancients and needs strategies and team plays to carry
out the victory. Through the use of in game chat and voice chat, players can coordinate their
movements and attacks to win a clash and then win the game according to valvesoftware.com.
The term online can be defined as any activity that takes place through the use of Internet
(Wang & Zhu, 2011). Game on the other hand is defined as an activity that one engages in just
for amusement or fun (Oxford dictionary, 2016). Thus, online game generates activity that is
played via form of connection or computer network also known as Internet.. The games are
different from regular online games as they have the technological capacity to hold hundreds and
thousands of players on the same game in one persistent world (Chan & Vorderer, 2006).
Games (MMOG or MMO), the most interesting innovations in the area of online computer
gaming (Hussain, 2009). Online games are fun and also entertaining and one of the most popular
games are Final Fantasy XIV online (FFXIV, 2014), Defence of the Ancient 2 (DOTA2),
Counter-Strike: Global Offensive, Team Fortress 2 and Football Manager (Steam, 2014).
Online Gaming has become a very popular leisure activity among children and adolescents
in recent years. In fact, online gaming garners a larger favorite votes among young people than
physical team sports such as ice hockey and football combined (Wang & Zhu, 2011). According
to Spil Games, more than 1.2 billion people are playing games worldwide while 700 million of
those are playing online games which, is 44% of the worlds online population (Takahashi,
2013).
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In ASEAN context, Indonesia, Thailand and Vietnam have become the three most important
countries for online game revenue (Gaudiosi, 2015). According to Niko Partners forecast, over
the next five years, Indonesia will have the fastest growth in revenue while Vietnam will have
the highest growth in the number of online gamers. Further, there are 97 million computer online
gamers today in Southeast Asia and 119 million are mobile gamers (Gaudiosi, 2015). According
also to a statistical data on selected countries in Southeast Asia (SEA), as of 2016, there were
24% in Indonesia are gamers at ages between 10-20 years old, 23% in Thailand, 21% in
Malaysia, 18% in Vietnam while 12% gamers only in Singapore (The Statistics Portal, n.d.)
In Philippines, there were 20 percent of men ages 10-20 years old are gamers while 30
percent are on men ages 21-30 years old (The Statistics Portal, 2016). Furthermore, a survey
conducted in Metro Manila showed that 75%t of the 375 interviewed respondents were online
gamers and 93% of them are at age 25 years old and below while 48% belongs to the 13 to 17
Online gaming had caused a profound impact not only the young, but dynamically every age
group as well. The advancement of modern computing and communication technology have
allowed millions of people to dive and enter into these games and enjoy their so-called second
life inside a fantastical world. The youth of today also seem no longer spend their leisure time in
outdoor games and activities; instead, they are spending their free time in their houses and
computer shops simply to satisfy their hunger on Online Gaming (Robinson, 2016).
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Teamwork Skills
Team clearly defined as goals and performance objectives for which members are
a group of individuals, having a shared vision, common goals and objectives, which everyone are
Meanwhile, there are various definitions of teamwork. Most studies (Cardona &
Wilkinson 2006; Grayson, 2012; Greenwood, 2012; Phalane, 2012; Medwell, 2009) defined
interaction among the team members to promote knowledgeable sharing, understanding to one
another, helping others in attaining level of perfection, and building a sense of unity in the team
in order to achieve common goals. Tarricone (2002) also defined teamwork as individuals
working together in a cooperative setting to achieve common team goals through sharing
knowledge and skills. Therefore, various literatures have consistently highlighted that one of the
vital tool to achieve teamwork is its focus toward a common goal and a clear purpose (Fisher,
et.al, 1997; Johnson & Johnson, 1995, 1999; Parker, 1990; Harris & Harris, 1996).
Teamwork has been conceptualized with several models. One study that is generally
agreed upon is that teamwork consists of multiple observable and measurable behaviors
(McEwan, 2017). In general, teamwork models focus on behaviors that function to (a) regulate a
teams performance and/or (b) keep the team together. These two components coincide with the
two respective processes originally proposed all groups to be involved in: locomotion and
12
maintenance (Lewin, 1935). Annett (1997) also conceptualized a model of structured team skills
which differentiates team product and team processes. Team product is understood as the
common goal that all members join their efforts towards achieving while team processes are
mechanisms used to achieve the common goal. However, Annett, Cunningham and Mathias-
Jones (2000) stated that the attainment of team goals is hypothetically dependent on a team
processes. Team processes fall under three categories namely Behavioral, Cognitive and
processes refer to common understanding of the team members regarding the plan and
responsibilities; while Affective processes are referred to as team spirit or morale that is
Teamwork skills have been proved to have significant learning effect and social benefits
to students. Learning benefits such as collective problem solving, developing higher quality of
ideas and solutions, exchange of knowledge and learning from each other, collective and active
commitment to learning and spending more time on a task (Johnson, et.al., 2007; Marks and
OConnor, 2013). The concept of teamwork also showed a positive effect to collaborative
learning on different studies (Keller, 2001; Ku, Tseng, & Akarasriworn, 2013; Neufeld, &
Haggerty, 2001). Neufeld and Haggerty (2001) showed that team skills were positively related
with team performance. Furthermore, there are also numerous social benefits of teamwork to
students, like students becoming aware of the challenges, complexities and benefits of
cooperation; being able to understand the process of cooperation with different people, and
developed communication, problem solving, trust building, and coordination skills (Chapman
and Van Auken , 2001; Rudawska, 2017). Recent studies also indicated specific benefits of
13
comprehension skills, better performance for both high and low level of students, enhanced
higher order reasoning and critical thinking skills (White, 1998; Gabber, et.al., 1986; Wolfe,
2008).
students, teamwork on doing projects help them to reduce the amount of effort of each member,
build collective safety and allow for learning from each other as well as coming up with a greater
number of ideas (Schultz, Wilson and Hess, 2010). Students also view team-based learning as
motivating, enjoyable (Haberyan, 2007) and improved student motivation and classroom
perceptions (Hernandez, 2002). Studies conducted by Marks and OConnor (2013), it was
revealed that American students generally notice the benefits of teamwork, but their perception
Teamwork has been an essential tool to achieve goals and success. Without teamwork,
teams may fail to perform to the best of their abilities (Pitsoe, 2014). According to Oster (2012),
he stated that teams are able to reach their goals when they have inspiring leaders, well-qualified
team members and well-defined goals or missions. However, research indicated that team
members should possess these following attributes: (1) a common purpose and clear goals; (2).
the necessary skills and resource; (3) a common approach to work; (4) the willingness to share
information; (5) trust and support in each other; (6) the ability to work through conflict; and (7)
the willingness to take responsibility for team actions (Phalane 2012; Greenwood 2012).
Team Leadership Skills. Team Leadership has been important to achieve team goals
and needs. The success of the team and its abilities to accomplish its goals depend strongly on
the qualities of a leader and its members (Nuangjumnong, 2016). Salas (2005) proved that team
14
leadership hugely influences the effectiveness of the team. Though the source of team leadership
varies, all sources are commonly focused on satisfying the team needs with an objective of
enhancing team effectiveness (Morgeson, et.al, 2010). Therefore, team leadership is necessarily
Team Communication Skills. It is often indicated as one of the tool in the successful
performance of teams. The term communication is derived from Latin word means communis
which means common (Foulger, 2004). Communication also defined as an exchange of ideas
and information (Komba, 2008) and transmission of meaning (Katz & Kahn, 1978; Hassall,
2009). It can be described as a two-way process where in there is an exchange and progression of
thoughts, feelings or ideas in order to achieve a common accepted goal (Komba, 2016). Hence, a
team uses communication skills to discuss, interpret, understand and evaluate ideas and
information they have at hand in order to come up with a decision and favorable outcome
(Hassall, 2009). Thus, all team members are necessary to interact and exchange information in
skills with the group members by promoting their interests, motivation and by practicing social
equality among the group (Salin & Helge, 2010). This requires discussion, debate and sharing of
ideas and encouragement to the group members to be feel good about their involvement
(Blanken, 2013). In the Democratic Leadership, leader allows the member to share ideas and
participate in the decision-making (Isundwa, 2010). Therefore, all members can gain an overall
perspective of the tasks, as well as general procedures to achieve the goals (Nuangjumnong,
2016).
15
Autocratic Leadership Skills. It is also known as authoritarian leadership, is a
leadership skill in which an individual has the authority to control over the decisions with a view
of ensuring that the group members are doing it (Adeyemi & Bolarinwa, 2013; Nsubuga, 2008;
and Oyetunyi, 2006). An autocratic leader, also called authoritarian, directs the group members
on what things should be done, give orders and tasks, make choices and decisions based on the
ideas, judgments and sometimes accept suggestions coming from the members (Cherry, 2017).
The power is in the hands of the leader in such that the members or staff will have no idea on
what things should be done without the leader (Isundwa, 2015). Furthermore, power and
decision-making resides in the autocratic leader and seeks only little group participation in
decision-making.
Overall, because teamwork had brought many advantages, it has been frequently used as
forms of teaching during the learning process at different grade levels (Rudawska, 2017).
Therefore, it is expected that teamwork in a classroom setting should provide students the
opportunity to learn to draw on others complementary skills; teams should help students
discover knowledge for themselves through interactions with one another and encouraging
students to work in teams (Siha & Campbell, 2015). Students should also work as a team by
doing their responsibilities and by sharing knowledge and skills in order to achieve a successful
outcome. Many researchers had stated that Massively Multiplayer Online Games (MMOs or
MMOGs) could create a problem-based learning environment for students to learn teamwork
skills (Wang & Chen, 2012). The researchers aim to find the significance of DOTA 2 to students
16
17
CHAPTER III
METHODOLOGY
This chapter discussed the research design, respondents, sampling procedure, research
Research Design
This study employed a descriptive correlational research design which was used to
describe the characteristics of the population that will be studied. According to Rog (1998),
descriptive research is the best method for collecting information that will describe the
The respondents of this study were 95 DOTA 2 male Grade 12 players of Cor Jesu
College, Digos City derived from a quota sampling procedure. The researchers decided to use
only male students since they are the most common gender in playing DOTA 2.
Sampling Procedure
This study have used quota sampling procedure for the total DOTA 2 male player
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Measures
This study used a research instrument to gather data. The research instrument is a
standardized questionnaire by Jagad (2011). It was used to determine the significant relationship
of teamwork and online games. The research instrument is mainly divided into two parts for the
two variables of the study namely playing DOTA 2 and Teamwork skills of students. It is then
subdivided into four per variable for the indicators of each variable. The results will be gathered
and analyzed separately since the results are not of the same type.
DOTA 2
General Gaming Experience. Participants were asked if they played online games of
any
kind (question 39) and also to report on their years of gaming experience and their average time
Experience in playing DOTA 2. Participants were asked how often they played DOTA
2 as part of a team/group (question 42). Responses were measured on a 4-point scale ranging
from 1 - Never to 4 - Often, wherever applicable. They were also asked to report on their
years of experience as well as average time spent per week playing DOTA 2 (or similar games)
as part of a team/group (questions 43 & 44). In addition, they were asked to name the type of
game that they spend maximum time playing (question 45). Options included Solo Play or Party
Play.
19
Table 1. Table for interpretation for experience in playing DOTA 2.
party.
party.
Participation in Ganks/ clash. Six items were used to measure participants experience
with clash and team gank operations (questions 4651). A sample question is How often
ranging from 1 - Never to 5 Very Often. The six items were averaged, with higher scores
20
Table 2. Table for interpretation for the participation in ganks/clash.
5 Very Often 4.51-5.0 Very High Respondents have very high degree of
Degree of Involvement. Six items (questions 5257) were used to measure the participants
degree of involvement in the gaming community. A sample question is How often have you
contributed to online gaming forums and bulletin boards? Responses were measured on a 5-
point scale ranging from 1 - Never to 5 Very Often. The six items were averaged, with
21
Table 3. Table for interpretation for degree of involvement.
5 Very Often 4.51-5.0 Very High Respondents have very high degree of
22
TEAMWORK SKILLS OF STUDENTS
Team communication skills. Nine items (questions 1-9) were adapted from the
Communication and Teamwork Scale (Pollard, Miers & Gilchrist, 2004). They measure the
participants perception about his/her communication skills, as required for being part of a team.
A sample statement is I am able to adapt my communication style (written & oral) to specific
audiences and situations. Responses were measured on a 5-point Likert scale ranging from 1 -
Strongly Disagree to 5 - Strongly Agree. Negative items on the scale were reverse coded. The
nine items will be averaged, with higher scores indicating that the participant considers
Leadership communication skills. Nine items (questions 10-18), adapted from the
Leadership Communication Skills category of Team Skills Scale (Hepburn, Tsukuda & Fraser,
2002) were used to assess the participants perception about his/her communication skills, as
required for a team leader. A sample statement is I am an active participant in team meetings.
Responses were measured on a 5-point Likert scale ranging from 1 - Strongly Disagree to 5 -
Strongly Agree. The nine items will be averaged, with higher scores indicating that the
Democratic leadership skills. Twelve items (questions 19-30), adapted from the
Democratic subscale in the Revised Leadership Skill for Sports (Zhang, Jensen & Mann, 1997)
were used to assess the participants perception about his/her leadership skills, specifically
belonging to the democratic category. A sample statement is I put suggestions made by team
members into operation. Responses were measured on a 5-point scale ranging from 5 - Always
23
to 1 - Never. The twelve items will be averaged, with higher scores indicating that the
Autocratic leadership skills. Eight items (questions 31-38) were adapted from the
Autocratic subscale in the Revised Leadership Skill for Sports (Zhang et al., 1997). They
measure the participants perception about his/her leadership skills, specifically belonging to the
measured on a 5-point scale ranging from Always to Never. The eight items will be averaged,
with higher scores indicating that the participant considers himself/herself to have better
24
Table 4. Table for interpretation for teamwork skills of Students.
teamwork skills.
skills.
teamwork skills.
skills.
teamwork skills.
In order to start with the gathering of data, the researchers followed the following
procedures:
25
2. The researchers handed out survey questionnaires to the respondents during class
hours with the permission from the respondents subject teachers at those times.
3. The researchers briefed the students about the survey questionnaires and collected th
results after a given amount of time for the respondents to answer without affecting
their studies.
5. Descriptive statistics of all variables was first obtained in order to view the general
6. Zero order correlations were calculated between the teamwork variables and the
DOTA 2 variables.
26
CHAPTER IV
This chapter deals with the presentation, analysis, and interpretation of the data gathered
using the research instrument. Results and discussions are presented according to the problems
DOTA 2
The level of playing DOTA 2 of the 95 Grade 12 male student players of Cor Jesu
College was determined through the analyzation of the answers of the questions in the
questionnaire under the four (4) indicators of the independent variable which is DOTA 2 namely
Degree of Involvement. The results of each indicator were analyzed separately since the results
27
General Gaming Experience
Table 5 shows the level of playing DOTA 2 through the general gaming experience of the
Grade 12 male student players of Cor Jesu College wherein the respondents average years of
playing DOTA 2 is 3.99. This mean then has an equivalent descriptive rating of intermediate and
is interpreted that the respondents have played DOTA 2 in an adequate amount of years, not too
low to consider as beginners and not too high to consider as old. The table also shows that the
respondents played DOTA 2 very frequently per week with an average of 9.44 hours a week.
28
Experience in DOTA 2
Rarely 12 12.6
Sometimes 55 57.9
Often 27 28.4
Total 95 100.0
The table above shows the level of playing DOTA 2 through the percentage of the Grade
12 male student players of Cor Jesu College who preferred and played DOTA 2 as part of a
party. Out of 95 respondents, 12 said rarely consisting 12.6% of the respondents, 55 said
sometimes consisting 57.9% of the respondents, 27 said often consisting 28.4% of the
29
Table 7. Playing DOTA 2 as Party B
Table 7 shows the level of playing DOTA 2 through how the respondents, the Grade 12
male student players of Cor Jesu College, preferred to play DOTA 2 as part of a party. Under
hours per week of playing DOTA 2 as part of a party, the respondents have an average of 6.08
hours having a descriptive rating of Often and is interpreted as frequently playing DOTA 2 as
party. For the years of playing DOTA 2 as part of a party, respondents have an average of 3.69
years having a descriptive rating of very often. The researchers interpreted the results with the
30
Table 8. Preferred Gameplay
Total 95 100.0
Table 8 shows the level of playing DOTA 2 through the preferred gameplay of the respondents
of the study. Among the 95 Grade 12 male student players of Cor Jesu College, 46 preferred solo
play or to play DOTA 2 alone consisting 48.4 percent of the respondents. On the other hand, 49
respondents which is 51.6% of the total number of respondents preferred Party Play or to play
DOTA 2 as a group.
Yes 50 52.6
No 45 47.4
Total 95 100.0
31
The table above shows the level of playing DOTA 2 through the percentage of the
respondents who were members of an active party in DOTA 2. Among the 95 Grade 12 male
student players of Cor Jesu College, 50 confirmed that they were members of an active party
consisting the 52.6% of the respondents. The rest denied to be members of an active party.
Yes 56 58.9
No 39 41.1
Total 95 100.0
Table 10 shows the the level of playing DOTA 2 through percentage of the respondents
who experienced to be a party leader in DOTA 2. Among the 95 Grade 12 male student players
of Cor Jesu College, 56 confirmed to be a party leader before consisting the 58.9% of the
respondents. The other 41.1% stated to never had ever became a party leader.
32
Table 11. Participation in Ganks or Clash
Respondents
Participation in clash or team gank frequently
95 3.89 Often
operations participated in clash
or team ganks.
Respondents
occasionally
Participation in challenges with participated in
95 3.33 Sometimes
strangers as teammates challenges with
strangers as
teammates.
Respondents
Assisting of players you do not frequently assisted
95 3.60 Often
know with their quests stranger players with
quests.
Respondents
occasionally
Approaching new players and
95 2.98 Sometimes approached other
inviting them to your party
stranger players to
join their party.
Table 11 shows the level of playing DOTA 2 through the participation in ganks or clash
of the respondents. Under the participation in clash or team gank operations, respondents have an
average of 3.89 entailing a descriptive rating of often meaning that the respondents frequently
sometimes and was interpreted as the respondents occasionally participated in challenges with
33
strangers as teammates. On assisting of players you do not know with their quests, respondents
have an average of 3.60 having often as a descriptive rating meaning respondents frequently
assisted stranger players with quests. Lastly, the respondents have a 2.98 average under
approaching new players and inviting them to your party thus having a descriptive equivalent of
sometimes and was interpreted as Respondents occasionally approached other stranger players to
Degree of Involvement
Degree of
Number of Descriptive
Involvement in Mean Interpretation
Respondents Rating
DOTA 2
The table above shows the level of playing DOTA 2 through the Degree of Involvement
of the respondents to DOTA 2. Under this indicator, the respondent have a mean score of 3.05.
The mean has a descriptive rating of moderate and is interpreted as the respondents were only
34
The level of playing DOTA 2 is supported by the studys anchoring theory which is the
Immersion and Transfer Theory of Witmer and Singer (1998). According to this theory, as the
subject is more immersed in the environment, the subject will also show the skills used within
the environment to other environments. In this case in the game of DOTA 2, it is more likely that
the skills used by the students will be brought to other environments such as in the classroom
setting. The skills here included the teamwork skills developed by the students in playing the
game.
The level of teamwork skills of students was identified through getting the average score
of the four indicators of the dependent variable which is Teamwork Skills of students namely
Team communication skills, Leadership communication skills, Democratic leadership skills, and
Autocratic leadership skills. Table __ shows the results of the level of teamwork skills of
students.
35
Table 13. Teamwork Skills of Students
As the researchers gathered the result, it was found out that the respondents, 95 Grade 12
male student players of Cor Jesu College, have high teamwork skills with 3.53 as the average
score. It means that they have already displayed teamwork in a classroom basis and may relate to
their other activities such as playing DOTA 2. This is supported by Mestre (2002) who defined
36
transfer of learning (or transfer) as the ability to apply concepts (or methods) learned in one
context to new contexts. This mean that the development of the high teamwork skills of students
The significant relationship of DOTA 2 and the teamwork skills of students was
identified through the pearson correlation of the teamwork skills along with its indicators, and
the three indicators of playing DOTA 2 namely Experience in DOTA 2, Participation in ganks or
clash, and the Degree of Involvement. Table __ shows the significant relationship of the
37
Table 14. Significant relationship of DOTA 2 and the teamwork skills of students
Teamwork Pearson
.217* .185 .166
Skills Correlation
N 95 95 95
Results showed that among the three indicators of Playing DOTA2, only Experience in
Playing DOTA 2 showed a significant relationship with Teamwork skills as shown in the r-value
of .217. With this, the null hypothesis which stated that there was no significant relationship
between playing DOTA 2 and the development of the teamwork skills of students is rejected.
This is supported by the p-value of .035 which is lower than 0.05 level of significance. It means
that playing DOTA 2 has a significant relationship with the teamwork skills of students.
The results were supported by the the studys anchoring theory which is the Immersion
and Transfer Theory of Witmer and Singer (1998). Witmer and Singer defined immersion as a
psychological state characterized by perceiving oneself to be enveloped by, included in, and
interacting with an environment that provides a continuous stream of stimuli and experiences.
Referring specifically to a virtual environment. In this case, the DOTA 2 game is the virtual
38
opposed to being a mere spectator), s/he feels more immersed. As the significance of DOTA 2
After immersion, transfer then takes place. Mestre (2002) defined transfer of learning (or
transfer) as the ability to apply concepts (or methods) learned in one context to new contexts.
Transfer can be of two types: near and far. In case of near transfer, learning from one setting is
transferred to another setting that is closely related. In case of far transfer, learning is transferred
between settings that are different from each other. The transfer of learning and development of
teamwork skills while playing DOTA 2 is then implemented to a classroom basis by the students
39
CHAPTER V
This chapter contains the summary, conclusions, and recommendations of the study. The
findings and conclusions are summarized based on the results from the gathered information.
Recommendations are offered for the improvement of the study emphasizing the significant
Summary
The objective of this study was to discover the significant relationship between playing
DOTA 2 and the teamwork skills of students specifically the Grade 12 male student players of
The study used a descriptive- correlational method. The independent variable of the study
was playing DOTA 2 and the dependent variable was the teamwork skills of students.
The respondents of the study were selected through quota sampling technique. There
were 95 respondents from the male Grade 12 students of Cor Jesu College who are also DOTA 2
players.
The questionnaire used to gather data was divided into two major parts for the two
variables of the study namely playing DOTA 2 and teamwork skills of students. It is then
subdivided into four per variable for the indicators of each variable namely General Gaming
40
Experience, Experience in playing Dota, Participation in Ganks/ Clash, Degree of Involvement,
and Autocratic Leadership Skills. The playing DOTA 2 variable was analyzed separately
according to its indicators since it has different types, the teamwork skills of students however
had a mean score of 3.53 and was interpreted as respondents have high teamwork skills. To find
out the significant relationship of playing DOTA 2 and teamwork skills of students , Pearsons
Conclusion
Based on the findings and supported related literature, the study was theoretically and
1. The overall level of playing DOTA 2 was divided into its indicators. The Degree of
Involvement has a mean score of 3.05 entailing the respondents were only moderately
involved in DOTA 2.
2. The overall level of teamwork skills has a mean score of 3.53 and is interpreted that the
3. The results revealed that there is a significant relationship between playing DOTA 2 and
the teamwork skills of students specifically the male Grade 12 DOTA 2 student players
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Recommendations
In connection with the foregoing and the conclusions of the study, the researcher recommended the
following:
1. Parents should allow their children to play DOTA 2 as it also develops their teamwork skills so long
2. The schools or companies should consider DOTA 2 as a team building activity or as a leisure time
for students or workers as it develops their teamwork skills such as their team communication skills,
leadership communication skills, Democratic leadership skills, and Autocratic leadership skills.
3. Future researchers should conduct similar studies about the other skills of students that can be
improved through online games such as DOTA 2 as one of the most misleading claims in this
generation is that online games can only have bad effects for you.
42
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Appendices
The following questions ask about your experience working as part of a team at school,
work, or any such similar environment. Please rate the following statements using a five-point
Questions 1 2 3 4 5
4. I prefer to stay quiet when other team members express opinions that I
49
9. I am comfortable expressing my view in a group, even when I am aware
Please rate your ability to carry out the following tasks using a five-point scale (1 =
Questions 1 2 3 4 5
team.
actively in meetings.
50
Appendices
For each of the following statements, there are five alternative answers, as follows: 5 means
'always' (100% of the time); 4 means 'often' (75% of the time); 3 means 'occasionally' (50% of
the time); 2 means 'seldom' (25% of the time); and 1 means 'never' (0% of the time).
Questions 1 2 3 4 5
formulation.
a task.
conducting an activity.
25. I let team members try their own way even if they make mistakes.
51
26. I ask for the opinion of team members on specific strategies.
28. I see the merits of team members ideas when they differ from
the leaders.
52
Appendices
For each of the following statements, there are five alternative answers, as follows: 5 means
'always' (100% of the time); 4 means 'often' (75% of the time); 3 means 'occasionally' (50% of
the time); 2 means 'seldom' (25% of the time); and 1 means 'never' (0% of the time).
Questions 1 2 3 4 5
37. I plan for the team relatively independent of the team members.
53
Appendices
40. Approximately how long have you been playing online games (any kind)? ___ Years ___
months
41. How many hours per WEEK do you spend playing online games (any kind)? ___ Hours
per WEEK
42. How often do you play online games (such as MMORPGs/MMOGs) as part of a
43. How many hours per WEEK do you spend playing DOTA 2 as part of a team/group? ___
44. Approximately how long have you been playing DOTA 2as part of a team/group? ___
45. Please select the type of game that you spend most time playing: ___ Solo play ___Party
54
Appendices
YES, NO
Questions 1 2 3 4 5
49. How often have you participated in challenges where most players, if
50. How often have you assisted other players who you do not know on
51. How often have you approached new players asking them to join your
55
Appendices
QUESTIONS 1 2 3 4 5
lanning events?
56. How often have you mentored players who are new to the
gaming environment?
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CURRICULUM VITAE
A. Personal Background
Sex: Female
Height: 54
Weight: 43
Religion: Islam
Nationality: Filipino
B. Schools Attended:
College: N/A
57
CURRICULUM VITAE
C. Personal Background
Sex: Male
Height: 57
Weight: 60
Nationality: Filipino
D. Schools Attended:
Elementary: St. Marys College of Bansalan, Inc. & Bansalan Central Elem. School
College: N/A
58
CURRICULUM VITAE
A. Personal Background
Name: Ren Christian R. Landero
Address: Blk. 4, Lot 4, Emily Homes Subd., Tres de Mayo, Digos City
Sex: Male
Height: 53
Weight: 52 kg
Nationality: Filipino
B. Schools Attended
Elementary: Don Mariano Marcos Elementary School
College:N/A
59
CURRICULUM VITAE
A. Personal Background
Address: Purok II Nangkaan, Brgy. Kiagot Digos City, Davao del Sur
Sex: Male
Height: 56
Weight: 53
Nationality: Filipino
B. Schools Attended:
College: N/A
60
CURRICULUM VITAE
A. Personal Background
Name: Cresnella Jean P. Tino
Sex: Female
Height: 54 ft.
Weight: 58 kg.
Nationality: Filipino
B. Schools Attended
Elementary
Secondary
61
62