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Atomic Habits that will turn you into a Superhero

Atomic Habits that will turn you into a Superhero

https://aaron.kr/content/talks/atomic-habits-that-will-turn-you-into-a-superhero/

Have you ever felt too busy? Overwhelmed? Stretched too thin? Your work doesn’t have to be like that. Your life in particular, shouldn’t be like that.

Drawing on numerous resources, this presentation investigates what habits are, how they work, and how building the right ones into your life will turn you into a literal superhero. We’ll take a look at triggers, cravings, and rewards; the formation of good habits and the destruction of bad habits; and the top 6 High Performance Habits developed by Brendon Burchard and the High Performance Institute after over a decade of research and coaching.

If you’ve ever wondered such things as “How long does it take to develop a new habit?” or “What if I fail in maintaining my habits?” or even “Which habits will move the needle the most in my professional and personal life?” then this talk is for you. The talk also ends with a discussion on good and bad teaching habits and how to improve yourself in your classroom and office.

Aaron Snowberger

November 17, 2018
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Transcript

  1. A Basic Framework for Happiness: “Engagement” Time spent daily, hopefully

    in a job that challenges us, but also in our after-hours hobbies. “Mastery” An ability to show ourselves that we are making consistent progress and improvements toward a specified goal. “Flow” Energy and attention dedicated each day to an activity that puts us in the zone. 4
  2. A Basic Framework for Happiness: “Engagement” Time spent daily, hopefully

    in a job that challenges us, but also in our after-hours hobbies. “Mastery” An ability to show ourselves that we are making consistent progress and improvements toward a specified goal. “Flow” Energy and attention dedicated each day to an activity that puts us in the zone. 5
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  10. 36

  11. 38

  12. 39

  13. 40

  14. 42 1. Cue Make it Obvious 2. Craving Make it

    Attractive 3. Behavior Make it Easy 4. Reward Make it Satisfying Make Good Habits
  15. 43

  16. 45 1. Cue Make it Invisible 2. Craving Make it

    Ugly 3. Behavior Make it Difficult 4. Reward Make it Empty Delete Bad Habits
  17. 47

  18. 50

  19. 52

  20. Systems vs. Goals Goals: 1. Winners & losers have them

    2. Momentary 3. Restrict happiness 4. “Yo-yo” training Systems: 1. Winners have superior systems 2. Life-long 3. Happy in the process 4. Maintainable over the long-term 60
  21. “A good player works hard to win the game everyone

    else is playing. A great player creates a new game that favors their strengths and avoids their weaknesses…” 62
  22. “Specialization is a powerful way to overcome the "accident" of

    bad genetics. The more you master a specific skill, the harder it becomes for others to compete with you.” 63
  23. 65 What do I love that others hate? What can

    I combine To create a new game?