About Me
Psychology student, dedicated runner, passionate writer and amateur-everything-I-can-think-of.
- I am:
- Agnostic, Athlete, Entrepreneur, Filmmaker, Global soul, Idea generator, Journalist, Philanthropist, Student, Writer/Editor
- Languages:
- Swedish, English
- My website links:
- Personal Presentation in Swedish
- Universities:
- Örebro University
TEDCred score: +1.00 TEDCred reflects your contribution to the TED community.
A reply on Talk: Juan Enriquez: The next species of human
One of the mere thoughts of evolution is that some species will be weaker than others. And if it is like Enriquez proposes, that the speciation occurs, Homo Sapiens and HomomEvolutis will follow the natural selection.
A comment on Talk: Nic Marks: The Happy Planet Index
I also hope that more people will see this talk, including leaders and people in power positions. I also recommend the TED Book by Nic Marks, in which he deepens the stor further.
A reply on Talk: Barry Schwartz: Our loss of wisdom
But, when rules are being made just to make sure that people follow rules, I draw parallels to medicine. It is the same phenomena as taking one pill to overcome the side effect of another pill, which might be to cure the side effect of another medicine as well.
All these rules just add up to a never-ending bunch of rules, which inhibit the creativity and wisdom.
A comment on Talk: Nathalie Miebach: Art made of storms
A reply on Conversation: What can we do and what do we do about bullying?
My first approach is on the significance of rewards and punishment, and the time-aspect of this. In the game, the rewards for a certain behavior are immediate and easy to understand. You get points for killing, and since you value the points, you will kill if you have the opportunity. in real life, our rewards are a bit more abstract than points on the screen, but take for example social feedback from peers while bullying, which is immediate reward for the person who makes the bullying. As long as the reward is immediate, and possible losses (punishment from others such as parents or teachers or bosses) in the future, people are more likely to behave in a way that gives you the immediate reward.
In this matter, the games are really good metaphors for our everyday life. Basic human (and other species) behavior becomes clarified and we can gain knowledge from this.
I have one example of a school in Sweden that has taken this knowledge and implemented it into their school environment. From the first grade, the most important thing to teach the pupils is that certain behavior is acceptable, and certain behavior is unacceptable. It is not acceptable to bully someone, it is not acceptable to ostracize someone. The teachers in classes and on school-yard is really zealous in reminding this, both in rewards (encouraging acceptable behavior) and punishment (making clear that some behavior is unacceptable. It demands a close attendance by the teachers. If they see that someone is being ostracized or bullied on the school-yard, they are immediately there and makes clear that it is not acceptable behavior. And, if someone is behaving in a good way, they encourage it.
The important point is to focus on the behavior instead of person.
A reply on Talk: Dan Meyer: Math class needs a makeover
A reply on Talk: Gever Tulley: Life lessons through tinkering
A reply on Conversation: When adults PLAY greatness is born...
Tim Brown mentions that to be able to play, we need to feel trust. And I think that it goes in the opposite direction as well, to be able to trust, we need to play. We need to remind ourselves that us and the world is important in many aspects, and irrelevant in others.
A comment on Conversation: the economy of happiness
Let us keep trying to convince people that there are other dopamine-raising activities than watching sitcoms and eating junk food, and do it in a language that speaks to them. Which is really a challenge.
A comment on Talk: Barry Schwartz: Our loss of wisdom
It reminded me that a simple sign with an imposition, made the teachers see the real playground as something un-playable. For what is a grove, if not a playground?