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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Exploring Student Uses of Mobile Technologies in University Classrooms: Audience Response Systems and Development of Multimedia</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kryvyi Rih National University</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vitalii Matusevуch St.</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kryvyi Rih</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ukraine viktoriya.tkachuk@gmail.com</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>uliaechk@gmail.com</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Information Technologies and Learning Tools of the NAES of Ukraine</institution>
          ,
          <addr-line>9 M. Berlynskoho Str., Kyiv, 04060</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kryvyi Rih College of National Aviation University</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Kryvyi Rih Economic Institute of Kyiv National Economic University named after Vadym Hetman</institution>
          ,
          <addr-line>16 Medychna St., Kryvyi Rih, 50005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Gagarina Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Tupolev Str., Kryvyi Rih</institution>
          ,
          <addr-line>50045</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The research is aimed at theoretical substantiation, development and experimental verification of methods of applying mobile technologies by university students. The research objective implies adapting audience response systems and mobile tools of multimedia development to be used in the classroom environment at universities. The research object is application of mobile ICT to the training process. The research subject is methods of applying audience response systems and mobile tools to conducting practical classes at the university. There are analyzed Ukrainian and foreign researches into the issues of mobile ICT application to the university students training. The authors have developed methods of applying audience response systems by taking Plickers as an example and mobile tools of multimedia development through using augmented reality tools. There is comparative assessment of functionality of audience response systems and mobile tools of developing multimedia with augmented reality. Efficiency of the developed technology is experimentally verified and confirmed.</p>
      </abstract>
      <kwd-group>
        <kwd>mobile technologies</kwd>
        <kwd>audience response systems</kwd>
        <kwd>development of multimedia</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Application of mobile technologies was the issue for investigation in works by Mmaki
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>
        Elisabeth Jantjies [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and Faranak Fotouhi-Ghazvini [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] (in teaching languages),
Serhiy О. Semerikov [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] (in teaching Computer Sciences), Ahmad Abu-Al-Aish [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
Sakina Sofia Baharom [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], Peter W. Bird [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], Christopher Billington [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], Esra A.
      </p>
      <p>
        Wali [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], Jonathan J. Trinder [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and Marian Hepburn [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] (in the tertiary education
system), Yinjuan Shao [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] (in open education), Victoria Jotham [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and Nee Nee
Chan [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] (in everyday life).
      </p>
      <p>
        Application of audience response systems (ARS) is described in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], where the
authors indicate that tests can be designed directly by tutors, and delivered via a
network. Evaluation of the tests suggests that immediate automated testing is preferred
by students compared to a traditional written test. There is evidence that the tool
improves the IT skills of its users, whereas a traditional written test has no such
beneficial effect.
      </p>
      <p>Jenifer Santos, Luisa Parody, Manuel Ceballos, María C. Alfaro and Luis A.</p>
      <p>
        Trujillo-Cayado [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] described effectiveness of mobile devices as ARS in the chemistry
laboratory classroom. Their paper concretizes pedagogical innovation involving
smartphone technology and offers teachers the opportunity to create an environment of
engaging learning in laboratories. In this paper, the authors outline how to use Socrative
Student Response by Mastery Connect, a variation of a real-time ARS. They
hypothesized that using this application as an ARS can enhance learning and identify
student knowledge gaps in chemistry laboratory classes. In order to explore the
relationships among factors and the educational effectiveness of Socrative responses,
they investigated the data from a graduate-level chemistry course students. Before and
after laboratory classes, experimental groups completed an ARS quiz using Socrative
application in their mobile devices. The results revealed that students felt that the
method enhanced their learning process whereas teachers reported that it improved
academic performance and the relationships between teachers and students.
      </p>
      <p>
        The research by Sebastian Schlucker [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] contains a report on application of mobile
devices in the classroom environment and substantiates the necessity of motivating and
activating elements of lectures to make as many students participate and reflect as
possible. It can be done by using surveys or quizzes answered anonymously on
smartphones. Quizzes are also beneficial as a university teacher can learn something
about their students and their learning progress.
      </p>
      <p>Dylan M. Moorleghen, Naresh Oli, Alison J. Crowe, Justine S. Liepkalns, Casey J.</p>
      <p>
        Self, and Jennifer H. Doherty [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] researched into the impact of automated response
systems on in-class cell phone use. Their paper reveals that cell phones have long been
known as a potential distraction from attention intensive activities such as studying and
driving. Many, however, consider the cell phone as a powerful tool to augment some
of these same activities. ARS are a type of teaching tools that allows educators to poll
audience members in real time. Increasingly, cell phones are being integrated into ARS
to make them more versatile and affordable. As cell phones and other personal
electronic devices (tablets, laptops) are becoming more common classroom learning
tools, researchers sought to explore how student cell phone use is impacted by this
change. Additionally, they studied how a student’s seat location and how the time
during a term impacts students’ cell phone use. To measure student cell phone use
during lectures, introductory biology classes were observed at the University of
Washington and it was recorded when students’ cell phones were visible. The authors
found that students sitting in the back of the room showed an increased likelihood of
having a cell phone out. However, contrary to our expectations, students using personal
device (cell phone) based polling technology were no more likely to be using cell
phones during lectures than their peers using traditional ARS. The results suggest that
the downsides of using cell phones as teaching tools may be limited.
2
2.1
      </p>
      <p>Application of mobile ICT to training</p>
      <p>Methods of applying audience response systems
Tools of monitoring, controlling and assessing academic results are some of mobile
software ICT types.</p>
      <p>While monitoring the maturity level of students’ ICT competences according to the
model in [25], there are applied various monitoring tools with the testing control of
knowledge being a priority. ARS are tools for assessing students’ academic results.</p>
      <p>
        ARS are a variety of mobile software tools aimed to measure students’ academic
results that enables automatizing the process of current and final control through
applying modern testing tools and intensifying students’ learning due to:
─ ensuring mobility, cost effectiveness (efficiency) and privacy of testing through
developing and implementing the technology of storing and using a short-term
session of transmitting test assignments from the Internet server by wireless
connection means;
─ solving the problem of constraints in terms of technical characteristics and distance
differentiation of teachers’ and students’ computers during a testing session
arrangement [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>ARS aligning with this definition include ClassMarker, EasyTestMaker, Google
Forms, iSpring QuizMaker, Kahoot!, MyTestXpro, Plickers, ProProfs, etc.</p>
      <p>In our research, we distinguish the ARS Plickers as the one providing an opportunity
to arrange a rapid feedback between a teacher and an academic group including
individual students; conducting a mobile survey, in-class general questioning and
instant control of students’ attendance. This system is beneficial in terms of high
efficiency as it is very time-consuming and availability of students’ smartphones or
computers is not obligatory as a teacher’s mobile device will do.</p>
      <p>Plickers can be used in various operating systems of fixed computers and mobile
devices. The system is meant for up to 63 students tested simultaneously. The system
is noted for instant scanning of students’ responses by a teacher’s mobile device. The
system also enables viewing students’ testing results (both of a group as a whole and
each student separately) in the form of a table.</p>
      <p>To work with Plickers, a university teacher should get registered on the site
(https://www.plickers.com/) and compile a library of tests on a variety of subjects
(Fig. 1).</p>
      <p>The system enables creating an academic group list while testing (Fig. 2).
During testing, students are provided with cards with QR-codes
(https://www.plickers.com/PlickersCards_2up.pdf) containing response options A, B,
C, and D (Fig. 3). After reading a question, students raise a card with a chosen response
scanned by a teacher’s mobile device.
After scanning QR-codes of the cards, the data from the teacher’s mobile device is
transmitted to the Plickers cloud where they are processed and stored. Plickers enables
either analysis of individual students’ results or a general characteristic of a student
group’s statistics.</p>
      <p>After scanning QR-codes of the cards, the data from the teacher’s mobile device is
transmitted to the Plickers cloud where they are processed and stored. Plickers enables
either analysis of individual students’ results or a general characteristic of a student
group’s statistics.</p>
      <p>
        To make a survey, a teacher uses the Plickers site in the section LiveView (Fig. 4),
which has a special mode of viewing questions controlled by a mobile device.
To scan students’ responses, you should open Plickers and choose an academic group
on its main screen (Fig. 5).
Students’ use Plickers cards in Informatics class at Kryvyi Rih National
University (Fig. 6).
Combination of various ways of data presentation is the core of the multimedia learning
theory developed by Richard E. Mayer who distinguishes four cognitive processes –
choice, arrangement, transformation and integration of data [19, р. 118]. Selected text
and graphical data are processed separately first. Next, selected data are arranged into
two separate models for word and graphical data. While being processed, word data
can be transformed into graphical ones (for example, by building mental images) and
vice versa (by using internal verbalization of images). To successfully accomplish
multimedia learning, both models should be integrated and associated with previously
acquired knowledge [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        According to Mayer [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], there are three basic approaches to presenting multimedia
materials:
1. according to transmitting channels – by two or more devices (for example, a screen
      </p>
      <p>and speakers);
2. according to transmitting modes – text- and graphics-based (screen texts and</p>
      <p>animation);
3. according to perceptive modality – audial and visual (animation accompanied by</p>
      <p>narration).</p>
      <p>Each of these approaches is relevant to a separate class of multimedia development
tools: the first class (tools of video-data designing), the second class (presentation
designing tools), and the third one (augmented reality tools including Augment,
Blippar, Amazon Sumerian, Anatomy 4D, AR Flashcards Space Lite, AR Freedom
Stories, AR-3D Science, Chromville, Elements 4D, HP Reveal, and Google Lens. With
any approach applied, Mayer insists on the following principles of multimedia
development to be guided by [20, р. 59–60]:
1. The multimedia principle: people learn by words and images better than by words</p>
      <p>only.
2. The space vicinity principle: people learn better when corresponding words and</p>
      <p>images go together and not far from each other on a page or screen.
3. The time adjacency principle: people learn better, when corresponding words and</p>
      <p>images go simultaneously and not in succession.
4. The coherence principle: people learn better, when irrelevant words, images and</p>
      <p>sounds are off and not on.
5. The modality principle: people learn better by using animation and narration than</p>
      <p>by animation and a screen text.
6. The excessiveness principle: people learn better by using animation and narration</p>
      <p>than by animation, narration and a screen text.
7. The personalization principle: people learn better, when words are presented in</p>
      <p>spoken language than in formal one.
8. The interactivity principle: people learn better, when they control the presentation</p>
      <p>pace.
9. The signalization principle: people learn better, when words contain markers on</p>
      <p>presentation arrangement.
10. The principle of individual distinctions: multimedia effects affect low-level
students better than high-level ones. Multimedia effects are more powerful for
highly professional students than for low-professional ones.</p>
      <p>Observance of these principles enables us to declare that any system in compliance with
them is a mobile tools of multimedia development.</p>
      <p>Application of mobile tools of multimedia development allows increasing efficiency
of controlling students’ attention span and motivation.</p>
      <p>Considering the fact that methods of using tools of designing videos and
presentations are revealed in [22; 23; 24], it is more reasonable to deal with mobile
tools of augmented reality development in this paper.</p>
      <p>To arrange students’ activity while studying Computer Technologies in Education,
we apply the system Blippar [21], which enables multimedia projects of augmented
reality to be implemented. Fig. 7 gives a generalized model of applying Blippar to
professional training.</p>
      <p>Blipp is a Blippar object containing the scene elements and a relevant marker. To
create a Blippar object, you should select Create Blipp on the My Blipps menu or create
a new project, which will contain this object (Fig. 9). The Blippar object can be created
visually either by combining 3D objects and animation or by using JavaScript (Fig. 10).</p>
      <p>The visual method is the simplest.
Before performing a multimedia project with augmented reality in Blippar, one should
get registered on their official site – https://accounts.blippar.com/signup/free (Fig. 8).
The first step implies uploading or generating an image that will be used as a marker
(Fig. 11).</p>
      <p>The second step involves creation of a scene by using the visual editor BlippBuilder
(Fig. 12) to provide a user with panels Elements (simple geometrical 3D objects and
text), “Widgets” and “Uploads” (to upload models in FBX format).
In the editing box, one can add figures and text and activate or deactivate them in the
menu, select a front, colour (select from the options or set colour by a number, for
example #778899), transparency, size, position and rotation (Fig. 13), add external
references, upload a video/audio, etc.
The third step involves viewing and demonstrating the Blippar object after completing
scene adjustment (Fig. 14).
For each Blippar object, a unique code is generated that enables its viewing in the
mobile device (Fig. 15). To view the Blippar object, one should download an
augmented reality browser and enter the code of the Blippar object in its settings. After
that, the Blippar browser will recognize the object marker and download the relevant
scene.
Table 2 gives comparison of functionality of mobile tools with augmented reality.</p>
      <p>Among various tools under analysis, attention should be paid to Amazon Sumerian that
enables combining tools of virtual and augmented reality into a single multimedia
environment based on the web-browser supporting WebGL 2.0 and WebXR 1.0.
To examine the method, we determine criteria of efficiency of applying exploring
student of mobile technologies in university classrooms, their indices and research
methods (Table 3). Research based on experimental studies [23].</p>
      <p>The pedagogical experiment was conducted at Kryvyi Rih National University,
Kryvyi Rih State Pedagogical University, Kryvyi Rih College of National Aviation
University, Kryvyi Rih Economic Institute of Kyiv National Economic University
named after Vadym Hetman during of 2019-2020 educational year. Engineering
Students were engaged in the experiment comprising 33 students of the experiment
group and 32 students of the control group.</p>
      <p>According to the 1st criteria, the number of students of the experiment group with
high and medium motivation for training activity is larger than that of the control group
by 9,94%. The 2nd criteria reveal the number of students of the experiment group with
high and medium level of systematic accomplishment professional-oriented tasks
which is larger than that of the control group by 12,97%. The 3rd criteria reveal the
number of students of the experiment group with high and medium level of formation
professional competencies which is larger than that of the control group by 13,07%
(Table 4). After generalizing the results of the pedagogical experiment, we can
conclude that the developed methods of applying exploring student of mobile
technologies in university classroom are quite efficient, especially in terms of raising
students’ professional competencies. The total experiment results are given in Fig. 17.
While investigating potentials of mobile technologies used by university students, we
obtained the following results:
1. researches on the issues of mobile technology application in the classroom
environment are analyzed;</p>
      <p>Students’ motivation for
training activity</p>
      <p>Systematic accomplishment
professional-oriented tasks</p>
      <p>Formation professional</p>
      <p>competencies
2. methods of applying audience response systems by taking Plickers as an example
and mobile tools of multimedia development through using augmented reality tools
are developed;
3. functionality of audience response systems and mobile tools of multimedia</p>
      <p>development with augmented reality are compared and assessed;
4. efficiency of developed methods is experimentally verified and confirmed, namely
the results of the “Students’ motivation for training activity” criterion increased by
5,58% at the high level and by 4,36% on average; the results of the “Systematic
accomplishment professional-oriented tasks” criterion increased by 5,49% at the
high level and by 7,48% on average; the results of the “Formation professional
competencies” criterion increased by 5,68% at the high level and by 7,39% on
average.
21. Create &amp; Make Augmented Reality Using Blippbuilder Tools – Blippar. Computer Vision</p>
      <p>Company | Blippar. https://web.blippar.com/blipp-builder#Blippbuilder (2019). Accessed
28 Oct 2019
22. Striuk, A.M., Rassovytska, M.V., Shokaliuk, S.V.: Using Blippar Augmented Reality</p>
      <p>Browser in the Practical Training of Mechanical Engineers. In: Ermolayev, V.,
SuárezFigueroa, M.C., Yakovyna, V., Kharchenko, V., Kobets, V., Kravtsov, H., Peschanenko, V.,
Prytula, Ya., Nikitchenko, M., Spivakovsky A. (eds.) Proceedings of the 14th International
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