PIY5043 Internet and Gaming AddictionIstinye UniversityDegree Programs Psychology (Master) (with Thesis)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Psychology (Master) (with Thesis)

Preview

Master TR-NQF-HE: Level 7 QF-EHEA: Second Cycle EQF-LLL: Level 7

Course Introduction and Application Information

Course Code: PIY5043
Course Name: Internet and Gaming Addiction
Semester: Spring
Course Credits:
ECTS
8
Language of instruction: Turkish
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Departmental Elective
Course Level:
Master TR-NQF-HE:7. Master`s Degree QF-EHEA:Second Cycle EQF-LLL:7. Master`s Degree
Mode of Delivery: Face to face
Course Coordinator: Dr. Öğr. Üy. EZGİ ILDIRIM
Course Lecturer(s): Ezgi Ildırım Özcan
Course Assistants:

Course Objective and Content

Course Objectives: Identify the psychological factors in internet and game addiction and can design prevention and intervention programmes.
Course Content: In the course, the causes and consequences of internet and game addiction are covered, and preventive methods and practices used against addiction are taught.

Learning Outcomes

The students who have succeeded in this course;
1) Know the steps of addiction
2) Explain the behavioral addiction
3) DEfine the process and related factor regarding to internet addiction
4) Define the process and factors related to game addiction
5) Know the different types of behavioural addictions related to internet
6) Follow and comprehend the studies on internet and game addiction

Course Flow Plan

Week Subject Related Preparation
1) Addiction
2) Behavioral Addiction
3) Internet Addiction
4) Online shopping Addiction
5) Online Gambling Addiction
6) Online porn and sex addiction
7) Midterm
8) Gaming Addiction
9) Social Media Addcition and FOMO
10) Approaches to Behavioral Addiction
11) Approaches to Preventing the Addiction
12) Intervention Methods to Bahviraol Addiction
13) The future of the internet and game addiction
14) The future of the tech and Addiction

Sources

Course Notes / Textbooks: McQuade, S. C., Gentry, S., Colt, J. P., & Rogers, M. K. (2011). Internet addiction and online gaming. Chelsea House.
References: McQuade, S. C., Gentry, S., Colt, J. P., & Rogers, M. K. (2011). Internet addiction and online gaming. Chelsea House.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

6

Program Outcomes
1) They have specialized knowledge about the science of psychology. 3
2) Students have knowledge of application processes in the field of psychology 2 1
3) They can follow current issues and research in the field of psychology. 3 3
4) Students can comprehend theories and studies in the psychology field. 3
5) Students can be part of studies in applied psychology area. 2 3
6) Students will recognize, understand, and respect the complexity of sociocultural and international diversity 2
7) Students will demonstrate information competence and the ability to use computers and other technology for many purposes 2 2
8) Students will be able to tolerate ambiguity, act ethically, and reflect other values that are the underpinnings of psychology as a discipline 2 2
9) Students apply evidence based scientific studies. 2 1 2
10) Students will understand and apply psychological principles to personal, social and organizational issues.
11) Students actively engage in team work and collaborate with others and can show leadership skills. 3
12) Students can critically evaluate the knowledge and skills acquired in the field of psychology and direct their learning 3 2
13) Students can systematically transfer current developments in the field of psychology and their own studies to groups in and out of the field, in written, verbal and visual formats, by supporting them with quantitative and qualitative data. 2 2
14) Students are able to interpret and create new information by integrating the knowledge gained in the field of psychology with the knowledge from different disciplines. 2

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) They have specialized knowledge about the science of psychology.
2) Students have knowledge of application processes in the field of psychology
3) They can follow current issues and research in the field of psychology.
4) Students can comprehend theories and studies in the psychology field.
5) Students can be part of studies in applied psychology area.
6) Students will recognize, understand, and respect the complexity of sociocultural and international diversity
7) Students will demonstrate information competence and the ability to use computers and other technology for many purposes
8) Students will be able to tolerate ambiguity, act ethically, and reflect other values that are the underpinnings of psychology as a discipline
9) Students apply evidence based scientific studies.
10) Students will understand and apply psychological principles to personal, social and organizational issues.
11) Students actively engage in team work and collaborate with others and can show leadership skills.
12) Students can critically evaluate the knowledge and skills acquired in the field of psychology and direct their learning
13) Students can systematically transfer current developments in the field of psychology and their own studies to groups in and out of the field, in written, verbal and visual formats, by supporting them with quantitative and qualitative data.
14) Students are able to interpret and create new information by integrating the knowledge gained in the field of psychology with the knowledge from different disciplines.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 40
Final 1 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 13 65
Midterms 1 50
Final 1 80
Total Workload 195