=Paper= {{Paper |id=Vol-2732/20201217 |storemode=property |title=Exploring Student Uses of Mobile Technologies in University Classrooms: Audience Response Systems and Development of Multimedia |pdfUrl=https://ceur-ws.org/Vol-2732/20201217.pdf |volume=Vol-2732 |authors=Viktoriia Tkachuk,Yuliia Yechkalo,Serhiy Semerikov,Maria Kislova,Valentyna Khotskina |dblpUrl=https://dblp.org/rec/conf/icteri/TkachukYSKK20 }} ==Exploring Student Uses of Mobile Technologies in University Classrooms: Audience Response Systems and Development of Multimedia== https://ceur-ws.org/Vol-2732/20201217.pdf
                      Exploring Student Uses of Mobile Technologies in
                    University Classrooms: Audience Response Systems and
                                  Development of Multimedia

                            Viktoriia Tkachuk1[0000-0002-5879-5147], Yuliia Yechkalo1[0000-0002-0164-8365],
                           Serhiy Semerikov2,5[0000-0003-0789-0272], Maria Kislova3[0000-0002-2863-553X] and
                                           Valentyna Khotskina4[0000-0001 8963-4189]
                       1 Kryvyi Rih National University, 11 Vitalii Matusevуch St., Kryvyi Rih, 50027, Ukraine

                                viktoriya.tkachuk@gmail.com, uliaechk@gmail.com
                       2 Kryvyi Rih State Pedagogical University, 54 Gagarina Ave., Kryvyi Rih, 50086, Ukraine

                                                     semerikov@gmail.com
                                        3 Kryvyi Rih College of National Aviation University,

                                               1 Tupolev Str., Kryvyi Rih, 50045, Ukraine
                                                      kislova1975@ukr.net
                                 4 Kryvyi Rih Economic Institute of Kyiv National Economic University

                              named after Vadym Hetman, 16 Medychna St., Kryvyi Rih, 50005, Ukraine
                                                  valentina.hockina@mail.ru
                         5 Institute of Information Technologies and Learning Tools of the NAES of Ukraine,

                                              9 M. Berlynskoho Str., Kyiv, 04060, Ukraine



                            Abstract. 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.

                            Keywords: mobile technologies, audience response systems, development of
                            multimedia.


                   1        Introduction

                   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).
Elisabeth Jantjies [5], and Faranak Fotouhi-Ghazvini [6] (in teaching languages),
Serhiy О. Semerikov [7] (in teaching Computer Sciences), Ahmad Abu-Al-Aish [8],
Sakina Sofia Baharom [9], Peter W. Bird [10], Christopher Billington [11], Esra A.
Wali [12], Jonathan J. Trinder [13] and Marian Hepburn [14] (in the tertiary education
system), Yinjuan Shao [15] (in open education), Victoria Jotham [16] and Nee Nee
Chan [17] (in everyday life).
   Application of audience response systems (ARS) is described in [1], 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.
   Jenifer Santos, Luisa Parody, Manuel Ceballos, María C. Alfaro and Luis A.
Trujillo-Cayado [2] 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.
   The research by Sebastian Schlucker [3] 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.
   Dylan M. Moorleghen, Naresh Oli, Alison J. Crowe, Justine S. Liepkalns, Casey J.
Self, and Jennifer H. Doherty [4] 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      Application of mobile ICT to training

2.1    Methods of applying audience response systems
Tools of monitoring, controlling and assessing academic results are some of mobile
software ICT types.
   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.
   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 [18].

ARS aligning with this definition include ClassMarker, EasyTestMaker, Google
Forms, iSpring QuizMaker, Kahoot!, MyTestXpro, Plickers, ProProfs, etc.
   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.
   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.
   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).
   The system enables creating an academic group list while testing (Fig. 2).
            Fig. 1. The library of tests on Computer Sciences in the Plickers ARS




                  Fig. 2. The list of an academic group in the Plickers ARS

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.




                            Fig. 3. Plickers cards with QR-codes

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.
   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.
   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.




                               Fig. 4. The LiveView mode

To scan students’ responses, you should open Plickers and choose an academic group
on its main screen (Fig. 5).




                        Fig. 5. The main page of the Plickers ARS

Students’ use Plickers cards in Informatics class at Kryvyi Rih National
University (Fig. 6).




                         Fig. 6. Students’ Plickers cards in class
Table 1 gives comparison of functionality of mobile ARS. Among various tools under
analysis, attention should be paid to Plickers that enables combining of mobile device
and augmented reality into a single multimedia environment.

              Table 1. Assessment functionality of audience response systems

                             Easy–          iSpring
              ARS Class–            Google                 MyTestX– Plic– Pro-
                             Test–           Quiz– Kahoot!
  Features        Marker            Forms                    pro    kers Profs
                             Maker           Maker
                                  Assignment types
  choosing one of
                       +        +        +        +         +         +        +    +
  two contrary
  choosing one of
                       +        +        +        +         +         +        +    +
  many
  multiple-choice      +        +        +      +           +         +        –    +
  relevance            +        +        +      +           +         +        +    +
  open response        +        +        +      +           +         +        +    +
                                         Others
  availability of a
                       +        –        +        –         +         –        +    –
  web-version
  possible
                       +        –        –        –         –         –        +    –
  independent work
  Ukrainian
                       –        –        +        –         –         –        –    –
  localization
  iPhone OS and
                       –        +        –        +         –         +        +    +
  Android.
  availability of
  full-scale free      –        –        +        –         +         +        +    +
  version
  cloud storage        +        –        +        –         +         –        +    –
  minimal
  requirements to a    +        –        –        –         +         –        +    –
  mobile device
  Rating               9        6        9        6         9         7        10   7


2.2    Methods of applying mobile tools of multimedia development
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 [19].
  According to Mayer [20], there are three basic approaches to presenting multimedia
materials:
1. according to transmitting channels – by two or more devices (for example, a screen
   and speakers);
2. according to transmitting modes – text- and graphics-based (screen texts and
   animation);
3. according to perceptive modality – audial and visual (animation accompanied by
   narration).
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
    only.
 2. The space vicinity principle: people learn better when corresponding words and
    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
    images go simultaneously and not in succession.
 4. The coherence principle: people learn better, when irrelevant words, images and
    sounds are off and not on.
 5. The modality principle: people learn better by using animation and narration than
    by animation and a screen text.
 6. The excessiveness principle: people learn better by using animation and narration
    than by animation, narration and a screen text.
 7. The personalization principle: people learn better, when words are presented in
    spoken language than in formal one.
 8. The interactivity principle: people learn better, when they control the presentation
    pace.
 9. The signalization principle: people learn better, when words contain markers on
    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.
Observance of these principles enables us to declare that any system in compliance with
them is a mobile tools of multimedia development.
   Application of mobile tools of multimedia development allows increasing efficiency
of controlling students’ attention span and motivation.
   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.
   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.
   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).
The visual method is the simplest.




      Fig. 7. The model of applying Blippar to professional training (according to [22])

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).




                           Fig. 8. Registration on the Blippar site
                        Fig. 9. Creation of the Blippar object (1)




                       Fig. 10. Creation of the Blippar object (2)

The first step implies uploading or generating an image that will be used as a marker
(Fig. 11).




                     Fig. 11. Selecting a method of marker creation.
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).




                         Fig. 12. Editing panels of BlippBuilder

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.




                        Fig. 13. Settings of Blippar scene elements

The third step involves viewing and demonstrating the Blippar object after completing
scene adjustment (Fig. 14).




                   Fig. 14. Preview/demonstration of the Blippar object

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.




                      Fig. 15. The code for viewing the Blippar object

Fig. 16 shows the marker for Code 1048782 associated with the video-lesson Changes
in Python language.




                  Fig. 16. The example of the marker of the Blippar object

Table 2 gives comparison of functionality of mobile tools with augmented reality.
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.
    Table 2. Assessment of functionality of mobile tools of multimedia development with
                                    augmented reality

         Mobile tools of
           Multimedia
          development            AR
                         Amazon                                          HP
             with aug-          Flash- AR-3D          Blip- Chrom- Ele-
                          Sume-               Augment                   Reve-
                mented          cards Science         par ville ments
                           rian                                          al
                 reality        Space                              4D

 Features
 Free dissemination          ±       –        ±        ±       +      +       +       ±
 Development of one’s
                             +       +        –        +       +      –       –       +
 own objects
 Localization                –       –        –        –       –      –       –       –
 Support of different
                             +       –        –        +       +      +       +       +
 platforms
 Support of visual editing
                             +       +        +        +       +      +       +       +
 of objects
 Support of various
                             +       +        –        +       +      –       –       +
 scientific fields
 Rating                      4,5     3       1,5      4,5      5      3       3      4,5


3      Results of experimental examination of the suggested
       methods

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].
   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.
   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.
    Table 3. Criteria of efficiency of applying mobile technologies in university classrooms
                               Index of efficiency of
 Criterion of efficiency
                                applying of mobile           Levels of
  of applying mobile                                                       Research methods
                             technologies in university     formation
      technologies
                                    classrooms
                                                                         Questionnaire
                           Availability of students’ desire
    Students’                                               High;        “Motivation students’
                           to study, perform complicated
1st motivation for                                          medium;      to use of mobile
                           tasks; understanding of
    training activity                                       low          technologies in
                           significance of studies
                                                                         university classroom”
    Systematic
                                                            High;        Results of
    accomplishment         Timely accomplishment of
2nd                                                         medium;      accomplishment tasks
    professional-          tasks
                                                            low          in setting time
    oriented tasks
                           Availability of students’
                           theoretical knowledge; a skill
    Formation                                               High;
                           to independently accomplish
3rd professional                                            medium;      Module test
                           tasks; objective assessment of
    competencies                                            low
                           students’ own results; formed
                           professional competencies

                                 Table 4. Experimental results
                                                       Control group    Experiment group
    Criterion of efficiency of applying
                                            Levels    number of          number of
           mobile technologies                                      %                 %
                                                        people             people
                                           high           5       15,63      7      21,21
                                           medium         18      56,25      20     60,61
Students’ motivation for training activity
                                           low            9       28,13      6      18,18
                                           Total          32       100       33      100
                                           high           5       15,63      7      21,21
Systematic accomplishment professional- medium            18      56,25      20     60,61
oriented tasks                             low            9       28,13      6      18,18
                                           Total          32       100       33      100
                                           high           5       15,63      7      21,21
                                           medium         18      56,25      20     60,61
Formation professional competencies
                                           low            9       28,13      6      18,18
                                           Total          32       100       33      100


4       Conclusions

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;
           Students’ motivation for   Systematic accomplishment     Formation professional
               training activity      professional-oriented tasks       competencies



                         Fig. 17. Generalized results of the experiment

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
   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.


References
1. Salzer, R.: Smartphones as audience response systems for lectures and seminars. Analytical
   and Bioanalytical Chemistry 410, 1609–1613 (2018). doi:10.1007/s00216-017-0794-8
2. Santos, J., Parody, L., Ceballos, M., Alfaro, M.C., Trujillo‐Cayado, L.A.: Effectiveness of
   mobile devices as audience response systems in the chemistry laboratory classroom.
   Computer Applications in Engineering Education 27(3), 572–579 (2019).
   doi:10.1002/cae.22098
3. Schlücker, S.: Das Smartphone – ein Antwortgerät. Nachrichten aus der Chemie 65(2), 164–
   166 (2017). doi:10.1002/nadc.20174054959
4. Moorleghen, D.M., Oli, N., Crowe, A.J., Liepkalns, J.S., Self, C.J., Doherty, J.H.: Impact of
   automated response systems on in-class cell phone use. Biochemistry and Molecular
   Biology Education 47(5), 538–546 (2019). doi:10.1002/bmb.21257
 5. Jantjies, E.M.: A framework to support multilingual mobile learning: A South African
    perspective. Dissertation, University of Warwick (2014)
 6. Fotouhi-Ghazvini, F.: Mobile Learning using Mixed Reality Games and a Conversational,
    Instructional and Motivational Paradigm: Design and implementation of technical language
    learning mobile games for the developing world with special attention to mixed reality
    games for the realization of a conversational, instructional and motivational paradigm.
    Dissertation, University of Bradford (2011)
 7. Modlo, Ye.O., Semerikov, S.O., Nechypurenko, P.P., Bondarevskyi, S.L., Bondarevska,
    O.M., Tolmachev, S.T.: The use of mobile Internet devices in the formation of ICT
    component of bachelors in electromechanics competency in modeling of technical objects.
    In: Kiv, A.E., Soloviev, V.N. (eds.) Proceedings of the 6th Workshop on Cloud Technologies
    in Education (CTE 2018), Kryvyi Rih, Ukraine, December 21, 2018. CEUR Workshop
    Proceedings 2433, 413–428. http://ceur-ws.org/Vol-2433/paper28.pdf (2019). Accessed 10
    Sep 2019
 8. Abu-Al-Aish, A.: Toward mobile learning deployment in higher education. Dissertation,
    Brunel University (2011)
 9. Baharom, S.S.: Designing Mobile Learning Activities in the Malaysian HE Context: A
    Social Constructivist Approach. Dissertation, University of Salford (2013)
10. Bird, P.W.: Potentially disruptive IS innovation in UK higher education institutions: An
    Actor-Network Theory analysis of the embedding of M-Learning. Dissertation, Manchester
    Metropolitan University (2014)
11. Billington, С.: Psychosocial influences on the use and regulation of mobile phones in high
    schools. Perspectives from pupils, teachers and parents, an exploratory case study approach.
    Dissertation, University of Birmingham (2011)
12. Wali, E.A.: Reinterpreting Mobile Learning: an Activity Theoretic Analysis of the Use of
    Portable Devices in Higher Education. Dissertation, University of London (2008)
13. Trinder, J.J.: Mobile Learning Evaluation: The Development of Tools and Techniques for
    the Evaluation of Learning Exploiting Mobile Devices Through the Analysis of
    Automatically Collected Usage Logs – An Iterative Approach. Dissertation, University of
    Glasgow (2012)
14. Hepburn, M.: Investigating the potential for new media and new technologies in design and
    technology undergraduate education. Dissertation, Loughborough University (2012)
15. Shao, Y.: Mobile group blogging in learning: a case study of supporting cultural transition.
    Dissertation, University of Nottingham (2010)
16. Jotham, V.: iSpace? Identity & Space – A Visual Ethnography with Young People and
    Mobile Phone Technologies. Dissertation, University of Manchester (2012)
17. Chan, N.N.: Learning with Smartphones: A Hermeneutic Phenomenological Study of
    Young People’s Everyday Mobile Practices. Dissertation, University of Durham (2013)
18. Rizun, N.O., Taranenko, Y.K.: Mobilna systema komp’iuternoho testuvannia yak
    instrument intensyfikatsii navchalnoho protsesu VNZ (Mobile system of computer testing
    as the instrument of intensification of study process in higher education institutions). Radio
    Electronics, Computer Science, Control 1, 129–134 (2012). doi:10.15588/1607-3274-2012-
    1-24
19. Mayer, R.E.: Multimedia learning: Second Edition. Cambridge University Press, New York
    (2009)
20. Mayer, R.E.: Multimedia Learning. http://ateneu.xtec.cat/wikiform/wikiexport/
    _media/cursos/tic/d206/modul_1/multimedialearningmayer.pdf (2008). Accessed 17 Dec
    2019
21. Create & Make Augmented Reality Using Blippbuilder Tools – Blippar. Computer Vision
    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
    Browser in the Practical Training of Mechanical Engineers. In: Ermolayev, V., Suárez-
    Figueroa, M.C., Yakovyna, V., Kharchenko, V., Kobets, V., Kravtsov, H., Peschanenko, V.,
    Prytula, Ya., Nikitchenko, M., Spivakovsky A. (eds.) Proceedings of the 14th International
    Conference on ICT in Education, Research and Industrial Applications. Integration,
    Harmonization and Knowledge Transfer (ICTERI, 2018), Kyiv, Ukraine, 14-17 May 2018,
    vol. II: Workshops. CEUR Workshop Proceedings 2104, 412–419. http://ceur-ws.org/Vol-
    2104/paper_223.pdf (2018). Accessed 30 Nov 2018
23. Yechkalo, Yu.V., Tkachuk, V.V., Hruntova, T.V., Brovko, D.V., Tron, V.V.: Augmented
    Reality in Training Engineering Students: Teaching Techniques. In: Ermolayev, V., Mallet,
    F., Yakovyna, V., Kharchenko, V., Kobets, V., Korniłowicz, A., Kravtsov, H., Nikitchenko,
    M., Semerikov, S., Spivakovsky, A. (eds.) Proceedings of the 15th International Conference
    on ICT in Education, Research and Industrial Applications. Integration, Harmonization and
    Knowledge Transfer (ICTERI, 2019), Kherson, Ukraine, June 12-15 2019, vol. II:
    Workshops. CEUR Workshop Proceedings 2393, 952–959. http://ceur-ws.org/Vol-
    2393/paper_337.pdf (2019). Accessed 30 Jun 2019
24. Tkachuk, V.V., Yechkalo, Yu.V., Markova, O.M.: Augmented reality in education of
    students with special educational needs. In: Semerikov, S.O., Shyshkina, M.P. (eds.)
    Proceedings of the 5th Workshop on Cloud Technologies in Education (CTE 2017), Kryvyi
    Rih, Ukraine, April 28, 2017. CEUR Workshop Proceedings 2168, 66–71. http://ceur-
    ws.org/Vol-2168/paper9.pdf (2018). Accessed 21 Mar 2019
25. Tkachuk, V.V., Shchokin, V.P., Tron, V.V.: The Model of Use of Mobile Information and
    Communication Technologies in Learning Computer Sciences to Future Professionals in
    Engineering Pedagogy. In: Kiv, A.E., Soloviev, V.N. (eds.) Proceedings of the 1st
    International Workshop on Augmented Reality in Education (AREdu 2018), Kryvyi Rih,
    Ukraine, October 2, 2018. CEUR Workshop Proceedings 2257, 103–111. http://ceur-
    ws.org/Vol-2257/paper12.pdf (2018). Accessed 30 Nov 2018