Lol, now I understand, you're level 22. I'm not being mean, that's just the level man. Pre 30, it's hard to find teams that make sensible decisions in-general. You just need experience. Your green is showing "laning phase I'm told it's called...." XD
Okay, the laning phase doesn't have a set-in-stone end time, there are various things that can end it that don't always end it, but if you do want the one steadfast indication though, it's the destruction of the first midlane turret whether for your team or theirs. This results in a sort of transition period if top or bot turrets haven't been taken yet as laning still needs to be done, but mid must be addressed as it's either your fastest aggression point, or your most dangerous weak point. Mid lane is where most of the action happens most games as it's the fastest way from your nexus to theirs and in-between top and bot lanes so it's universally accessible in a reasonable amount of time. If mid is about to be taken, you guard it. Mid is usually more important than bot or top. You need map awareness to recognize this though, so assess where the enemy is grouping and how much hp your turret has. If your mid-laner needs help, go. If you can hold them off solo until your team arrives, go. A toplane turret isn't as vital. If your mid turret has less than 20% hp, don't bother. It's gonna get taken, just hold your top or bot lane turret. Not worth dying if you can't prevent it. If your on the aggressing team, gauge the hp of the enemy mid turret. If it's low and a team push will take it, do so. Mid turret is valuable, just make sure things are squared away on your lane before going because trades aren't always worth. Just assess your team's situation. This will come with practice.
Other factors that end laning phase:
Aggressive roaming from other lanes
Significant teamfights (doesn't matter where) after a turret is taken or over a turret
Lane pressure (any lane)
Jungler camps (usually results in teamfight and turret destruction)
*When both top and bottom outer turrets are taken for one team. (This is the second most steadfast indicator in my experience. Usually after the outer turrets are taken, the lane pressure increases and the teams tend to group to guard those weaknesses. One is usually enough to snowball the end of the laning phase, but sometimes the laning phase holds out to both, then the obvious decision would be to use that momentum to take mid turret if it hasn't already been taken. It's hard to manage two failing lanes and a strong mid push without grouping. Laning phase ends at this point.)
Just because the laning phase ends though doesn't mean you just travel in a huge group, you still need to maintain lanes with your team. You'll probably end up trading lanes sometimes just because of where everyone is, that' fine, but just remember the laning phase ending doesn't mean laning is dead, that's just not restricting you or hurting you, necessarily, by leaving it.