Module Descriptors
CYBERPSYCHOLOGY
PSYC60790
Key Facts
Health, Education, Policing and Sciences
Level 6
15 credits
Contact
Leader: Erica Lucas
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Pattern of Delivery
  • Occurrence B, Stoke Campus, UG Semester 2
Sites
  • Stoke Campus
Assessment
  • Coursework - 3000 word Essay weighted at 100%
Module Details
Indicative Content
Cyberpsychology examines how we interact with others using technology, how our behaviours are influenced by technology, how technology can be developed to best suit our needs, and how our psychological states and cognition are affected by these technologies.

The module will bring together psychological theory and research methods to explore contemporary issues in the field of Cyberpsychology. This module will allow students to develop their knowledge about theories, debates, and research findings in the field, and to develop research knowledge and application in the fields of cyberpsychology, cognitive, and applied psychology. Topics will include Gamification and Serious Games (Theory and applications), Virtual Reality (the psychology of VR and its applications in research), Internet (Online research, attention and distraction online). The module will also consider applied research from the core area of cognitive psychology (e.g. attention, executive functions, memory) and its relationship with cyberpsychology.

Weekly classes will bring together theory and method in the study of cyberpsychology, and illustrate various challenges in this particular field, through the practical observation and application of the theoretical and methodological concepts discussed.
Assessment Details
Summative assessment. One essay length: 3000 words weighted at 100% ( Learning outcomes 1-4)

Additional Assessment Details (include formative feedback / assessment):

Formative assessment: Students will be given tutor and peer feedback during discussions in seminar sessions and using online discussion boards. Verbal feedback will be given on draft essay plans.
Texts
Connolly, I., Palmer, M., Barton, H., & Kirwan, G. (Eds.). (2016). An Introduction to Cyberpsychology. Routledge

Attrill, A., Fullwood, C. (Eds.). (2016) Applied Cyberpsychology: Practical Applications of Cyberpsychological Theory and Research. Springer.

Hadlington, L. (2017) Cybercognition. London, Sage

Norman, K. (Ed).(2017) Cyberpsychology : an introduction to human-computer interaction (2nd Edition). Cambridge University Press
Resources
Blackboard
laptops/computers with internet access
Virtual reality headsets (Samsung S6 with Samsung VR gear)
Learning Outcomes
1. Critically evaluate key contemporary issues and theories within the area of Cyberpsychology Knowledge and Understanding

2. Develop and apply knowledge of psychological research methods to explore the relationship between cognition and new technologies within cyberpsychology.
Application
Enquiry

3. Identify and evaluate key debates within the field of cyberpsychology
Learning

4. Demonstrate an in depth understanding of key relevant empirical psychological research within the field of cyberpsychology
Analysis
SPECIAL ADMISSIONS
Be registered on any Psychology award
Learning Strategies
Scheduled learning and teaching sessions:  Weekly classes will consist of the evaluation of key material within the field, demonstrations, experimentation and student led discussions.   Guided independent study: 126 hours               Reading: 74 hours              Preparation for essay: 40 hours              Preparation for seminars and class-based activities: 12 hours
Web Descriptor
Cyberpsychology examines how we interact with others using technology, how our behaviours are influenced by technology, how technology can be developed to best suit our needs, and how our psychological states and cognition are affected by these technologies.

The module will bring together psychological theory and research methods to explore contemporary issues in the field of Cyberpsychology. This module will allow you to develop your knowledge about theories, debates, and research findings in the field, and to develop research knowledge and application in the fields of cyberpsychology, cognitive, and applied psychology. Topics will include Gamification and Serious Games (Theory and applications), Virtual Reality (the psychology of VR and its applications in research), Internet (Online research, attention and distraction online). The module will also consider applied research from the core area of cognitive psychology (e.g. attention, executive functions, memory) and its relationship with cyberpsychology.

Classes will bring together theory and method in the study of cyberpsychology, and illustrate various challenges in this particular field, through the practical observation and application of the theoretical and methodological concepts discussed.