Module title: Cyberpsychology

SCQF level: 09:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: IMD09134
Module leader: Phil Turner
School School of Computing
Subject area group: Creative and Social Informatics
Prerequisites

N/A

2019/0, Trimester 2, Face-to-Face, Edinburgh Napier University
Occurrence: 001
Primary mode of delivery: Face-to-Face
Location of delivery: MERCHISTON
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Phil Turner
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
Learning & Teaching methods including their alignment to LOs
This module will be primarily delivered face-to-face, supported by student centred activities and resources on the VLE.
Twelve 2 hour lectures including in-lecture activities will be timetabled in classrooms. (LOs 1, 2, 3)
Twelve 2 hour practical classes which will be split between classrooms and computer labs as required. (LOs 4&5)
The remainder of learning activities will comprise the reading and analysis of specified materials.
A variety of online resource will be made available to match the diversity of learning styles, e.g. reading materials, links to online resources, discussions.
Assessment (formative or summative)
There will be two summative assessments.

• The first, a 2 hour seen examination (the students will be given the exam questions in advance of the examination itself). This will examine LOs 1, 2 & 3. Three questions will be made available to the students in advance of the exam and no later than week 6.

• The second will require the design, execution, analysis and reporting of an empirical study exploring a specified aspect of psychology relevant to the context of interactive technologies. This will examine LOs 4 & 5.

Formative feedback will be an integral part of the practical sessions throughout the module.

Formative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Summative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 24
Face To Face Practical classes and workshops 18
Independent Learning Centrally Time Tabled Examination 6
Independent Learning Guided independent study 152
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Centrally Time Tabled Examination 70 1,2,3 15 HOURS= 2, WORDS= 0
Report 30 4,5 10 HOURS= 0, WORDS= 2000
Component 1 subtotal: 30
Component 2 subtotal: 70
Module subtotal: 100

Description of module content:

We define cyberpsychology as the study of the way we use, think and feel about digital technology. while traditional psychology has no place for the digital, we consider the effects mobile technology, social media, the rise of "user experience", and virtual reality have had.
We also look to the creation of physically and intellectually enhanced humans ("cyborgs").

Learning Outcomes for module:

LO1 Critically reflect on the limitations of psychology in understanding the capabilities, limitations and potential cognitive and physical transformations of people using digital technologies.
LO2 Demonstrate critical awareness of the psychology of use and interaction with digital artefacts.
LO3 Critically evaluate psychological features (e.g. surprise, empathy, trust) of digital artefact design.
LO4 Critically reflect on the use of psychological research to inform digital design.
LO5 Create psychologically informed designs reflecting the shift from use to experience and immersion.

Indicative References and Reading List - URL:

Core - GROSS, R. (2010) PSYCHOLOGY: THE SCIENCE OF MIND AND BEHAVIOUR: HODDER ARNOLD, 6th ed.
Core - TURKLE, S. (2011) ALONE TOGETHER: WHY WE EXPECT MORE FROM TECHNOLOGY AND LESS FROM EACH OTHER: BASIC BOOKS, 1st ed.
Core - BENYON, D, TURNER, P, AND TURNER, S DESIGNING INTERACTIVE SYSTEMS CHAPTERS 5, 7, 15-17, 29,: PEARSONS, 1st ed.
Core - COMPUTERS IN HUMAN BEHAVIOUR
Core - USER ANALYSIS IN HCI - THE HISTORICAL LESSONS FROM INDIVIDUAL DIFFERENCES RESEARCH. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 45(6), 619-638.: INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
Click here to view the LibrarySearch.