Open Psychology Interactives
Simplified Edition
Seventy-five short activities, one teaching job each. Every one keeps the working model from its full-length twin and cuts the lesson around it.
- 75 activities
- 5 modules
- 5 to 7 minutes each
- No account, nothing saved
What this edition is
Each activity takes roughly three to seven minutes. You predict something, change something, see what follows, and read a short account of what it did and did not show. There is one idea to take away rather than five.
The mechanism is never the thing that was simplified. A simulation stays a simulation and a manipulable model stays manipulable; what was cut is the number of things being taught at once. Every activity links to its full-length version, which runs longer and asks more.
Nothing here needs an account, a plugin or a network connection. Nothing you do in an activity is saved or sent anywhere.
Five modules
75 activities, in teaching order
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Cognitive Psychology
Attention, memory and judgement: what the system does with limited capacity, and what that costs.
- 12 activities
- 5 to 7 minutes each
Module 01. Opens with Posner Spatial Cueing, closes with Two Things Called Attention.
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Research Methods
Sampling, estimation, error and power: the reasoning behind a result rather than the arithmetic of one.
- 21 activities
- 5 to 7 minutes each
Module 02. Opens with Research Question to Method Mapper, closes with The Garden of Forking Paths.
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Neuropsychology
Paradigms run first and read about second, plus the logic that turns a pattern of deficits into a claim.
- 12 activities
- 5 to 7 minutes each
Module 03. Opens with Double Dissociation Detective, closes with What Is the Score Actually Made Of?.
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Social & Critical Psychology
Influence, categories and power, and the question of where a finding ends and an interpretation of it begins.
- 12 activities
- 6 to 7 minutes each
Module 04. Opens with The Method Comes Last, closes with Where the File Stops.
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Personality & Individual Differences
Traits, structure and measurement: what a score supports, and what it cannot be asked to carry.
- 18 activities
- 5 to 7 minutes each
Module 05. Opens with How Much Room Does the Situation Leave?, closes with Where the Line Goes.
The full-length collection
The original 75 interactives run 15 to 30 minutes each and carry the complete treatment: more stages, more controls, and the challenge and transfer tasks this edition leaves out. They are the right choice for a lab session or independent study.