Chapter 1
Chapter 1
Chapter 1
INTRODUCTION
Time management is the way how they think or prioritize their own time. In
short, it basically refers to their skills to manipulate time. Thinking what they do in
manipulate time when achieving tasks, projects and goals with a deadline. By
management.
refers to the act of putting off important tasks later, which is why it is the most
your work or can even do worse. It may result in anxiety, pressure, stress and a
sense of guilt and crisis. These feelings combined may promote further
least occasionally and about 15-20% of them do it over and over again.
(http://procrastinus.com)
2
On the other hand, we personally like a quote coming from a man called
Robert Benchley. He quoted that Anyone can do any amount of work providing it
things blindly, not knowing what is important. They do not prioritize their tasks so
they tend to replace high-priority tasks with low-priority tasks or even pleasure it
self.
There are many reasons why we procrastinate, but in this study we focus
school students.
have changed their way of lives. Making the line of work and pleasure blurred, it
has been difficult for us to manipulate our own time. There are factors
networking sites, computer games and gadgets. These factors greatly affect their
make work faster, and to make things better. Through technology, we can have
fun and also use it for work. It has its disadvantages and advantage, these things
depends on the person on how they use computer technology. You always win if
you choose the advantageous path but if you get tempted and accidentally or
intentionally picked the disadvantageous path, you will have a hard time.
3
The point is, even if they have constructed a schedule, most students will
be distracted by these technologies and think that if they can do it tomorrow, then
they will not do it today. Time management is important for a student because
without this, they may not know what to do if something happens and disrupt
their schedule. Students need to think critically on how they manipulate time
because its impact to their studies depends on their schedule or the ability to
manipulate their schedule. Researcher thinks that this thesis is important for the
respondents because it will explain here the impact of time management in the
This thesis is all about time management in their academic progress with
becomes a hard thing to manipulate thus, affecting their academic progress. This
individual, using it for your self can have its advantages and disadvantages. To
be tempted or not, it all depends on the one who is manipulating their time. So,
we the researchers will guide the Colegio De Saint Monique High School
Students with this study to help them use time efficiently. That is the main
activities in life. This process should not be underestimated because this is one
world is Tony Tan Caktiong. He used his time wisely by hiring workers when he
cannot manage his time well, just to manage his restaurant. He had to hire
workers so he separated the work given, thus, saving time. After managing plenty
By using these examples, this means that time management can really
b. Gadgets and
c. Computer Games?
Hypothesis
Theoretical Framework
The Pickle Jar Theory uses the analogy of an empty pickle jar to think
about how we use the fixed amount of time available to us each day. This
profound: spend your time doing those things you value (your priorities) and
those things that help you achieve your own goals first. (Millere, 2013)
The theory takes into consideration fact that you may need all of the
objects in the pickle jar and shows just how we make time for everything and
We the researchers found the theory relevant to the study since it focuses
theory, it will make us aware of the fact that distractions that lead to
Steven Covey, author of The Seven Habits of Highly Effective People and
First Things First popularized the concept of a Time Management Matrix for
prioritizing that I love. The system advocates the use of four quadrants to
determine the tasks you need to do and deciding what should be made a
priority. Quadrant 1 represents things that are both urgent and important,
Quadrant 2 includes activities that are important but not urgent, Quadrant 3
7
encompasses that are things that are urgent but not important and Quadrant 4
are those activities that are not urgent and not important. (Covey, 2007)
The researchers found this theory significant in their studies in the sense
Conceptual Framework
The paradigm of the problem shows the conceptual model of the Time
Management of the Colegio De Saint Monique High School students and its
The first frame shows the independent variable (IV), which consists of the
respondents which are 12 first years, 17 second years, 22 third years, and 12
The dependent variable (DV) as shown in the second frame is the time
management of the Colegio De Saint Monique High School students and its
The arrow in the picture depicts the interplay of the independent variables
in which the researchers are trying to find out if the use of computer technology,
gadgets, social networking sites or computer games has effect on the Colegio De
(IV) (DV)
Respondents
FIGURE 1
Definition of Terms
Computer Technology
It is used as the gadgets (e.g. computers, cell phones and other game
Social Network Sites is the use of specific web sites to interact with other
sites and sometimes they forget why they are using internet. This wastes their
time and sometimes students are not able to deliver their work in the specified
time frame.
Gadgets
often have games in them, which youths in particular students are spending item
A negative effect of these gadgets on students can be the fact that they
become obsessive and the students can neglect everything else, like their
studies. Is not a bad thing to have a computer, but is a bad thing to spend all your
Computer Games
game. (www.questia.com)
play games rather than using the computer for more productive purposes such a
and school performance is complex. There are many different types of media,
(e.g., television, music, video games, internet, magazines) with some having
demonstrated educational value (Din & Calao, 2001). TV has received the most
content, such as Sesame Street, typically display more advanced language skills
than their peers (Wright, Huston, Murphy, St. Peters, Pinon, Scantlin, & Kotler,
studying, and leisure reading (Shin, 2004). Studies examining the effects of video
games have also yielded mixed outcomes. For example, video game playing and
computer use have been associated with higher levels of spatial skills,
(Reisenhuber, 2004; Terlecki & Newcombe, 2005) but overall poorer performance