View all Courses
Cyberpsychology
Bachelor of Science (Honours)
Course Details
CAO Code | AU362 |
---|---|
Level | 8 |
Duration | 4 Years |
CAO Points | 320 (2024) |
Method of Delivery | On-campus |
Campus Locations | Donegal – Letterkenny |
Mode of Delivery | Full Time |
Work placement | Yes |
Course Overview
The BSc Hons in Cyberpsychology programme at ATU Donegal is an innovative course that offers students a comprehensive understanding of the psychology behind our interactions with digital technologies and how these technologies are designed and created.
The programme covers various topics, including social media, online gaming, YouTube, podcasts, Amazon, Netflix, WhatsApp, web design, and many others. Additionally, students will have the opportunity to undertake work placement to develop their skills further with a view to employment or further study.
Graduates of this programme are equipped with skills that are highly sought after in various industries, such as social media giants like Twitter, Tiktok, and Instagram, developer roles, game design, computer design, human resources, education, psychology, and more. The programme offers a unique skillset that combines computing and psychology, which is essential in today’s digital age. The BSc Hons in Cyberpsychology at ATU Donegal presents an excellent opportunity for students who want to explore the intersection of psychology and technology and pursue a career in this rapidly growing field.
The ATU BSc Hons in Cyberpsychology programme serves as a gateway to several accredited MSc Psychology programme/conversion courses in the UK. These offer part time/fulltime, online/on campus study, and further empower graduates to excel in diverse fields of study and employment within the realm of cyberpsychology, traditional psychology, IT, and beyond. These accredited courses also allow students to apply for graduate membership of the British Psychological Society (BPS).
Course Details
Year 1
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Introduction to Computer ScienceThis module will introduce learners to the discipline of Computer Science. Learners will use a block-based coding environment to learn coding principles. Learning Outcomes 1. Explain the key concepts of Computer Science |
10 | Mandatory |
1 |
Personal and Professional DevelopmentThis module focuses on developing a reflective approach to learning at third level and to supporting learners in developing their interpersonal communications in a professional context. Students will engage in activities that will encourage them to work cooperatively in teams and take responsibility for their own learning needs and personal development. Learning Outcomes 1. Evidence the learning skills needed for the transition to third level education. |
05 | Mandatory |
1 |
Preparatory MathematicsThis module will examine mathematical skills and introduce mathematical concepts and techniques relevant to computing. The module will develop problem solving and logical thinking as a basis to support future learning in computing. The students will develop core mathematical skills for computing and develop an understanding of mathematical concepts and how they are applied in computing. Learning Outcomes 1. Calculate and solve a range of mathematical problems using accurate mathematical notation. |
05 | Mandatory |
1 |
Introduction to Psychology 1This module provides a thorough introduction to the history and main fields of study within Psychology. It provides an outline of the history and development of Psychology as a science by examining its root in the field of philosophy, then its development through key figures and theories. It examines three key areas of psychology: Cognitive Psychology – perception, memory, learning processes, the Psychology of Individual Differences – Intelligence testing and personality, interest and aptitude, language development, and Behaviourism – How behaviour is shaped by the environment. It will then examine how applied psychology is used in various contemporary real-world issues. Learning Outcomes 1. Appreciate the history and development of psychology as a science |
10 | Mandatory |
2 |
Introduction to Data ScienceThis module will introduce the student to the fundamental concepts of data science, including the implementation of practical examples. Students will use tools, algorithms, and basic machine learning principles to collect, store and process data with the goal of deriving insights from data. This module is highly practical and uses hands-on coding exercises and applied data case studies. Learning Outcomes 1. Assess and clarify the fundamental concepts of Data Science. |
05 | Mandatory |
2 |
Human Computer InteractionHuman Computer Interaction is a multidisciplinary field of study which focuses on the interaction between people and computers and the design of computer technology. This module introduces the field of human computer interaction, its approaches, key areas, and developments in the field. This module will examine HCI research methods, interaction techniques and various aspects of social media, artificial intelligence, assistive technologies and cyber-pathologies. Learning Outcomes 1. Critically discuss the key concepts of Human Computer Interaction. |
10 | Mandatory |
2 |
Introduction to Psychology 2This module provides a thorough introduction to the core subject areas of Social Psychology and Biological Psychology. The module covers major theoretical aspects of these core areas focusing upon scientific research. Social Psychology explores how human behavior is affected by the social context in which it occurs. Students will develop a knowledge and understanding of social psychological explanations related to behaviours. Biological Psychology will give students an understanding of the biology of the brain along with the necessary biological underpinnings of behavior. Students will develop an understanding and application of both core areas in the field of Psychology. It will then examine how applied psychology is used in various real-world issues. Learning Outcomes 1. Outline core key concepts of Social Psychology and exhibit a knowledge and understanding of historical and current theories of Social Psychology. |
05 | Mandatory |
2 |
Cyberpsychology: Theory and ApplicationThis module introduces students to the field of Cyberpsychology. Students will learn the history of human computer interaction and how it has become an integral part of modern life. The diversity and motivation of online behaviour will be studied along with the importance of making the cyber world accessible for everyone in society. The similarities and differences between how people in different parts of the world behave online will be discussed. Learning Outcomes 1. Describe the history and growth of the human computer relationship |
05 | Mandatory |
2 |
Cyberethics: Individual and Organisational FactorsThis module discusses the ethical issues involved in cyberpsychology research and practice, which occur because people and technologies are becoming increasingly deeply intertwined. It examines factors which threaten wellbeing, security, autonomy and privacy. Learning Outcomes 1. Evaluate the utility of ethical approaches in solving cyberpsychology issues. |
05 | Mandatory |
Year 2
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Fundamentals of ProgrammingThis module aims to provide learners with an understanding of the principles of programming. It introduces learners with an overview of the range of environments and approaches to developing applications based on the varying needs, technologies, and requirements. The module introduces the fundamental concepts of programming and exposes the learners to a high-level programming language to develop skills in reading and understanding the structure and logic of programs. Learning Outcomes 1. Analyse and Model solutions to a range of small given problems |
10 | Mandatory |
1 |
Interaction DesignThis module provides a theoretical examination of interaction design. It will deliver a foundation for future design work in, multiple modalities and various contexts. It will also introduce the student to methods for capturing feedback data on interactions in the digital space. Students will be asked to write short papers on emerging interaction practices and their implications. They will deliver paper-based plans for solutions to interaction problems. With other class mates they will set up a data gathering scenario pertaining to interaction design. The module is structured around a contemporary view of human computer interaction, its modes and contexts. It will engage the student user centric design practices and modern methods for data gathering in that domain. Learning Outcomes 1. Identify and understand interaction axioms. |
10 | Mandatory |
1 |
Statistics and Experimental Research MethodsThis module introduces the student to research methods, with a primary focus on statistics. Students will learn the knowledge required to use SPSS to conduct statistical analyses and to apply and interpret statistical tests. Students will gain an understanding of the research process and the design of experimental research. Learning Outcomes 1. Apply the underlying principles and assumptions of Statistics |
10 | Mandatory |
2 |
Data Ethics and GovernanceStudents should become sensitized to the ethical and social implications of the growing use of computers and will develop an understanding of the legal issues inherent in the discipline of computing. In addition, the student will understand the key elements involved on designing research in computing that is ethical. Learning Outcomes 1. Evaluate the utility of philosophical ethical theories in solving computer related ethical issues. |
05 | Mandatory |
2 |
Scripting with PythonThis subject will introduce the learners scripting with Python. Learners will design and implement object-oriented programs for handling the administration of business cases in server systems. At the end, the student will be able to create scripted programs which apply basic error handling/debugging and best practices. Learning Outcomes 1. Create scripts implementing data structures as appropriate to the business use case |
05 | Mandatory |
2 |
UX Design WorkshopThis module provides an understanding of context and methodology for contemporary software design in the mobile context. It explains the shift from a purely functional software design model to software design as part of complex socio-technical contexts. Students will be asked to think deeply on design solutions regarding the computer interface and how it can best be deployed to the demands of modern users and applications. The module is structured around a contemporary design methodology suited to user focused application development. It will engage the student in user focused testing strategies and the practice of responding to those strategies. It will educate the student in communication practices that facilitate collaborative work in this domain. The student will apply a UX design strategy to a given software interface problem in team workshops. Almost half of the module will be occupied by these workshops. Learning Outcomes 1. Identify, analyse and consider the implications of an emerging technology for the human computer interface. |
10 | Mandatory |
2 |
Digital Addictions, Cyberbullying and CrimeThis module provides students with an opportunity to explore the types of problematic behaviour which can emerge online and critically evaluate the underlying psychological theory and research which defines them. Digital spaces can create an anonymous and depersonalised space which can accentuate negative behaviours including prejudice, deception and extreme expressions of emotion. The module will focus upon why people behave inappropriately online and consider relevant psychological theory. Learning Outcomes 1. Analyse how online environments provide conditions for inappropriate behaviour. |
05 | Mandatory |
2 |
The Psychology of Online LeisureThis module explores online leisure activities such as social media, online streaming, dating, and gaming. It analyses areas such as the positive and negative impact of social media on behaviour, the shift to online streaming, how service providers use consumer psychology to attract and retain customers, and the psychology of online relationships including attraction and self-presentation online. It also explores how online gaming utilises biological responses in game design to enhance engagement. Learning Outcomes 1. Describe the impact social media has on various area of life |
05 | Mandatory |
Year 3
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
Year |
Work PlacementThis module aims to give students operational experience of design and implementation of information systems. Students should also be exposed to a professional working environment with the objective of maximising their employability and future career prospects whilst providing employers with highly capable staff who can demonstrate and apply their technical skills to real-world situation. As a minimum student will be expected to complete a 35-week placement. Learning Outcomes 1. Work as part of a team in the design and development of information systems and related projects in commercial industry. |
50 | Mandatory |
1 |
Academic and Technical Writing SkillsThe objective of this module is to provide the student writer with a detailed exposure to the general process of academic writing and to then relate this general process to the specific process of writing an academic report in the computing domain. Learning Outcomes 1. Develop a research specification which includes a research question and corresponding thesis, |
05 | Mandatory |
2 |
Reporting and VisualisationThis module will examine business reporting and visualisation by introducing the student to fundamental design principles and techniques for creating meaningful visualisations of quantitative and qualitative data to facilitate business decision making. At the end of this module, the student should be able to collect and process data, create interactive visualisations and demonstrate how it provides insight into managerial decision making. Learning Outcomes 1. Define the role of business reporting and data visualisation and discuss its evolution, value and importance. |
05 | Mandatory |
Year 4
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Software EngineeringSoftware engineering is an engineering discipline which is concerned with all aspects of software production, it is concerned with theories, methods and tools for professional software development. This module builds on what learners have already covered in previous modules and teaches the discipline of software engineering. Learners will evaluate the engineering methods, processes, techniques and measurements which are part of software engineering. Learning Outcomes 1. Compare and contrast software process models and select a suitable software process model for use on a software project. |
05 | Mandatory |
1 |
Explainable AIThe goal of Artificial Intelligence (AI) is to develop and implement machines that behave as though they are intelligent and have the capability to solve problems that are normally associated with the higher intellectual processing capabilities of humans. To achieve this feat, AI systems can become convoluted, causing potential problems with decision transparency and ethical responsibility. This raises fundamental questions about our responsibility towards these systems, how they should behave, what risks they can create, and how we can control them. This module will provide the student with a good understanding of some tools used for AI development and implementation. The student will gain a comprehensive understanding of the components of an AI system. Furthermore, the student will explore the importance of ethical behaviour of an AI system, and the importance of ethical responsibility within such systems. Learning Outcomes 1. Appraise and debate the role of Artificial Intelligence for human interaction. |
05 | Mandatory |
1 |
Research in Computing with Emerging TechnologiesThis module will give students practice in academic research with the freedom to express their personal interests in the field of computing. Students will gain an appreciation of iterative development, critique and an ability to devise a plan for practical development. Learning Outcomes 1. Identify and evaluate emerging trends from information sources and present findings. |
10 | Mandatory |
1 |
Mobile and Pervasive ComputingThis module will teach students to design and develop pervasive Mobile Apps via a web based app builder. The student will learn key coding concepts through visual programming, while demonstrating the ability to solve problems using a mobile methodology incorporating sensors and interacting with on-board applications, data stores and Web APIs. Learning Outcomes 1. Analyse the concepts and implications of mobile and pervasive computing |
05 | Mandatory |
1 |
The Psychology of AR, VR and AIThis module will introduce students to key technologies and concepts – Augmented Reality (AR), Virtual Reality (VR) and Artificial Intelligence (AI) – related to the Cyberpsychology field. It aims to provide an overview of the current state of the art, their features, benefits, concerns/implications, barriers, and applications in the Psychology and mental health fields. Learning Outcomes 1. Contrast the use of the key technologies AR, VR, and AI in Psychology and mental health. |
05 | Mandatory |
2 |
Digital Health, Education and EmploymentThis module considers the interactions between individuals and digital technologies within the areas of health, education and employment, informed by relevant psychological theory. The module provides students with an opportunity to develop an understanding of the psychological processes underlying and influencing the thinking, interpretation and behavior associated with this online interconnectivity in these specified areas. Learning Outcomes 1. Evidence an understanding of the interactions between individuals and digital technologies applied to health. |
05 | Mandatory |
2 |
Applied Data Analytics and VisualisationThis module will provide the student with an in-depth understanding of the theoretical and applied concepts and frameworks related to data analysis and data visualisation. Data analysis and data visualisation principles and techniques will be explored as a means for creating meaningful stories and visualisations. At the end of this module, the student should proficiently produce effective business presentations/visualisations to showcase the data story using Tableau. Learning Outcomes 1. Apply foundation knowledge and narrative frameworks to assess and create effective data visualizations |
05 | Mandatory |
2 |
Project DevelopmentThis module will offer the student the opportunity to present the synthesis of their computing skills through a personally chosen and independently developed artefact and supplementary document. Project Development will encourage independent investigation, design skills, revision and reflection on a specific area of computing science relevant to the student's course of study. The artefact should be a direct response to a research investigation carried out in semester seven. In the submission of an accompanying document, it is expected the student will evidence the employment of an appropriate design methodology, critical thinking and problem solving with regard to issues raised during development. The excellent student will synthesise material from modules they have taken over their course of study and bring this knowledge to bear on their chosen topic. Learning Outcomes 1. Carry out independent technical investigation |
10 | Mandatory |
2 |
Consumer Behaviour in a Digital WorldThis module explores the factors that influence online consumer behaviour. Students will study theories of online consumer psychology while learning of the impact our social circle, both offline and online, have on our consumer decisions. Consumer perception, persuasion, motivation and decision making will be examined. Additionally, the accelerated growth of Electronic and Social Commerce, particularly following the Covid-19 pandemic, will be evaluated. This will include examination of the marketing strategies such companies use to attract customers and maintain the online relationships via mechanisms such as electronic customer relationship management. Learning Outcomes 1. Explain the fundamental aspects of online consumer psychology |
05 | Mandatory |
2 |
The Cyber Life SpanThis module provides an overview of the CyberLifeSpan from childhood to old age. Having developed a good knowledge base of core areas of psychology, particularly developmental psychology and behavioural psychology, students will be afforded an opportunity to apply their understanding across the lifespan. The focus will be upon the relationship between psychology and technology within a developmental psychology perspective. Consideration will be given to the impact of internet and online applications upon individuals. Digital technology is embedded in everyday life across the lifespan. How digital experiences develop / impact / present across the lifespan will be considered with a clear shift away from the 'good' or 'bad' debate. Learning Outcomes 1. Assess human interaction across the lifespan with digital technology through the application of theories of developmental psychology focusing upon childhood and adolescence. |
05 | Mandatory |
Progression
Follow up programmes include:
Level 10 studies (Doctoral) at ATU Donegal or other institutions and universities at home and abroad
Download a prospectus
Entry Requirements
Leaving Certificate Entry Requirement | 6 subjects at O6/H7 |
QQI/FET Major Award Required | Any |
Additional QQI/FET/ Requirements | 3 Distinctions |
Testimonial
I am currently a student in the BSC in Cyberpsychology at ATU Donegal, and I couldn’t be more thrilled with the program. From the very first day, I was hooked by the fascinating subjects that we cover, including our use of social media, online gaming, internet addictions, cybercrime and cyberbullying, psychology, online shopping, cyberethics, digital health and IT skills. The coursework is engaging and thought-provoking, and I have learned so much about the ways that technology and psychology intersect in our daily lives. The BSC in Cyberpsychology at ATU Donegal opens up a whole world of exciting job opportunities across various fields, including IT, psychology, education, social media, user experience design, cyber security, forensics, and more. As technology continues to evolve at an unprecedented pace, the demand for experts in Cyberpsychology is only going to increase across most areas of employment. With the skills and knowledge I am gaining in this program, I am confident that I will be well-equipped to pursue a fulfilling and rewarding career in this cutting-edge field. Overall, I cannot recommend the BSC in Cyberpsychology at ATU Donegal highly enough. If you are interested in technology, psychology, and the fascinating ways they intersect, this program is the perfect fit for you. I am so grateful to be a part of this innovative and exciting course, and I know that it will continue to challenge and inspire me for years to come.
Livia Quicoli
Fees
Total Fees EU: €3000
This annual student contribution charge is subject to change by Government. Additional tuition fees may apply. Click on the link below for more information on fees, grants and scholarships.
Total Fees Non-EU: €12000
Subject to approval by ATU Governing Body (February 2025)
Further information on feesCareers
Career Pathways
The main employers are:
Artificial Intelligence
Cybersecurity
Education
Games Industry
Marketing
Social Media
Software Development
Technology Design
UX Projects
Graduate Careers
Graduate careers typically include:
Consulting
Cybersecurity
Design of AI Systems
E-Commerce
Education – online learning
Game Interaction Design
Mobile Apps Development
Online Identity Management
Online Marketing
Research
Social Networking
Usability Testing
Usability Research
Virtual reality
Further Information
Contact Information
Computing