Doom scrolling
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The Paradox of Choice | Anh Tri Le Duc | TEDxNguyen Sieu High School
TEDx Talks· 2025-12-10 15:56
Um, good afternoon everybody. Before I wanted to start my presentation, I wanted to play a small mini game. This or that where you choose a fruits uh fruits that are on the slide and I'm going to ask you to raise your hand.First of all, let's start something simple. Apple or banana. Who here likes banana.Raise your hand. Raise your hand, please. Okay.I don't like bananas. Who here likes apple. Yeah.All right. I'm going to give you something a bit more. Who here like grapes.I see some people raise banana, bu ...
What have you made with that screen?| Andrew Perry | TEDxHuili Shanghai Youth
TEDx Talks· 2025-07-09 16:18
Problem & Impact - Over 75% of college students doomscroll daily, indicating a widespread issue [1] - Doom scrolling increases anxiety and reduces life satisfaction, impacting well-being [2] - Passive content consumption lacks achievement, growth, and educational value [4] Solution & Strategy - Encourage active creation to foster critical thinking, problem-solving, and a sense of purpose [4][5] - Schools should implement initiatives that place creation at the heart of digital learning experiences, such as stop-motion movie competitions and esports challenges [10][11] - Focus on the creative process and what children make with screens, rather than just measuring screen time [13][16] Supporting Data & Examples - A 2023 poll found that adults engaging in creative activities are 71% more likely to rate their mental health as very good or excellent [6] - Examples of creative activities include designing amusement parks, creating homes in virtual worlds, and crafting music tracks [7][8] - School initiatives like 3D printing competitions, where children designed plant pots, demonstrate the value of creative processes [12] Call to Action - Parents and children should collaborate on creative projects, celebrate their creations, and learn from each other [15] - Shift the focus from measuring screen time to measuring creative time [16]