EXTENDED REALITY - 2024/5
Module code: PSYM157
Extended reality (XR) technologies are increasingly adopted to create more immersive and interactive experience in games, training and education, healthcare and psychology research. This module will provide students with an understanding of these technologies and their practical applications to address human needs. Students will develop hands-on experience in creating XR-enhanced experiences. No extensive coding experience is required.
WONG Alan (Psychology)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 7
Module cap (Maximum number of students): 65
Overall student workload
Workshop Hours: 11
Independent Learning Hours: 106
Seminar Hours: 11
Guided Learning: 11
Captured Content: 11
Prerequisites / Co-requisites
Creation of virtual and augmented reality experiences.
3D modelling and visualization tools and resources.
Prototyping an XR-enhanced game experience.
Applications of XR in areas such as entertainment, healthcare, architecture, manufacturing and engineering, tourism and cultural heritage, business, research and education.
|Unit of assessment
|In-class exercise (Individual)
|XR prototype (Group)
|Reflection paper (Individual)
Group prototype can be alternatively assessed by an individual report.
The assessment strategy is designed to enrich students’ experience in applying virtual and augmented reality technologies, in creating more immersive and interactive experience serving different psychological purposes. This will involve in-class exercises, a prototype project and the final reflection paper, which provide an opportunity for the students to utilize their first-hand experience in the critical assessment of the potential of XR technologies and the creation of new ideas in XR applications.
Thus, the summative assessment for this module consists of:
- Coursework (in-class exercises; addresses learning outcomes 1, 3-4) Students will record their experimentation of different tools and technologies in the form of worksheets.
- Coursework (XR prototype; addresses learning outcomes 1-4) An extended project to apply what has been learned in the in-class experimentation with XR technologies to generate a novel design exploring the intersection of psychology and XR. Students will work in groups for this project to encourage the learning of collaborative work dynamics.
- Coursework (reflection paper; addresses learning outcomes 1-3). Students are tasked to write a critical analysis of the potential of XR technologies in addressing a psychological need.
- Students present their prototype for peer review and feedback prior to completion.
- Each contact session involves practical exercises where results are shared with peers and the lecturer for feedback. In addition, workshops involve live generation and feedback on work. The student-led seminar sessions give students an opportunity to prepare a formal presentation of their work and receive feedback from peers and the lecturer.
- Introduce recent XR developments relevant to the design of games and digital experiences.
- Develop the ability to design XR-enhanced gaming and digital experiences with the most current technological advancements in mind.
- Develop an understanding of appropriate use cases for different XR technologies and their current limitations.
- Develop collaboration and communication skills.
|Experience and describe the relationships between XR and user experience in games and digital environments.
|Analyze the impact of XR on player engagement and immersion in games and other fields.
|Experiment with new interaction possibilities and generate new application ideas in XR gaming.
|Present ideas in oral and/or written format effectively.
|Work creatively and collaboratively with other members of a team
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy is designed to include short lectures paired with tutorials and workshops to develop first-person and hands-on experience in the use of XR technologies. The in-class exercise and student-led seminars will facilitate students prototyping of XR enhanced game and digital experiences.
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Upon accessing the reading list, please search for the module using the module code: PSYM157
The School of Psychology is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. This module contributes to the development of the following capabilities:
Employability: This module will help equip students with the hands-on experience to begin to appreciate and apply XR technologies in the design of game and digital experiences. Assignments can be readily used to demonstrate to potential employers what students will be able to contribute. Transferrable skills in team work will also be developed via course work.
Digital Capabilities: This module will enhance and develop students’ capabilities in the use of XR technologies in different platforms. Students will use SurreyLearn and a range of software that facilitates in-class group activities, meetings, and presentation.
Resourcefulness and Resilience: Students will be exposed to and use a range of sources to apply XR technologies, which will help develop resourcefulness. Working in groups during class exercise and group work will help develop the habit and skills to learn from each other. Students will be encouraged to share their personal experiences and expertise to reflect on challenges faced by individuals in different contexts as well as ways to overcome them.
Programmes this module appears in
|Psychology in Game Design and Digital Innovation MSc
|A weighted aggregate mark of 50% is required to pass the module
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2024/5 academic year.