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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing a m-learning methodology to study multimedia in secondary school</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Julia A. Overko</string-name>
          <email>overko_ya@fizmat.tnpu.edu.ua</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vasyl P. Oleksiuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>PCWrEooUrckResehdoinpgs ISSNc1e6u1r-3w-0s0.o7r3g</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute for Digitalisation of Education 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>Ternopil Volodymyr Hnatiuk National Pedagogical University</institution>
          ,
          <addr-line>2 M. Kryvonosa Str., Ternopil</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>132</fpage>
      <lpage>151</lpage>
      <abstract>
        <p>Despite the widespread perception of smartphones as a source of distraction in the classroom, their growing impact on the educational environment highlights the need for a pedagogically grounded approach to their purposeful use. This paper explores the potential of integrating mobile devices into the learning process in institutions of lower secondary education. A study was conducted to examine the frequency, purposes, and efects of smartphone use during computer science lessons among students in grades 5-9. The findings revealed a high level of students' digital activity and near-universal access to smartphones, contrasted with their limited educational application. A significant discrepancy was identified between the current content of the “Multimedia” topic in the grade 8 computer science curriculum and students' pre-existing digital skills. In response to these challenges, an original teaching methodology for the topic “Multimedia” was developed, incorporating m-learning technologies and the BYOD (Bring Your Own Device) model. The proposed approach emphasizes the use of smartphones for project-based learning activities focused on the creation and editing of multimedia content. Grounded in activity-based and project-oriented pedagogical principles, the methodology is aligned with students' actual digital competencies and takes into account the constraints of wartime educational settings. The approach has the potential to be adapted to other areas of the computer science curriculum or subjects requiring hands-on engagement with digital technologies.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;computer science</kwd>
        <kwd>mobile learning</kwd>
        <kwd>BYOD</kwd>
        <kwd>multimedia</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Modern society is increasingly becoming digital. This has a significant impact on all areas of life,
including education. Every year, the speed of these transformations forces educators to look for answers
to new challenges. For several years now, one of them has been the use of smartphones in education. On
the one hand, mobile devices have long been an integral part of students’ daily lives. This is especially
true now that most Ukrainian schools have implemented a blended learning format due to the Russian
invasion [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3, 4</xref>
        ]. However, the role of these devices in the learning process is still a matter of debate.
In many educational institutions, smartphones are viewed primarily as a distraction that negatively
afects concentration and academic achievement. This leads to restrictions or a complete ban on the use
of these gadgets.
      </p>
      <p>At the same time, pedagogical practice and scientific research demonstrate the significant
potential of mobile devices as an efective learning tool. The introduction of technology contributes to
the transformation of traditional teaching methods by diversifying the ways of presenting material,
increasing student motivation, and engaging them in active learning activities. Smartphones provide
ample opportunities for working with multimedia content, performing interactive tasks, conducting
research, and creating their own learning projects. Their use is especially relevant when studying topics
related to digital technologies. In this study, we will consider the topic “Multimedia”, as it is the most
controversial. At the current stage of information technology development, most 8th grade students
already have basic skills in working with multimedia. Children actively use smartphones, tablets and
personal computers, and are familiar with the basic functions of creating, editing and publishing photos,
videos and sound.</p>
      <p>This gives rise to the research hypothesis that there is a significant discrepancy between the
content of the topic “Multimedia” in the current computer science curriculum for grade 8 and the
existing practical competencies and real needs of students, due to their experience of using modern
digital devices (including smartphones). This requires clarification of some of the program material of
the secondary school computer science course (Ukraine).</p>
      <p>This study aims to analyze the current role of smartphones in the educational process, identify
their potential as instructional tools, and develop a methodology for their efective use in Grade 8
computer science lessons on the topic of “Multimedia”. There is a considerable amount of research
confirming the efectiveness of mobile learning (m-learning). The use of smartphones contributes to the
implementation of an individualized approach to learning, the development of independent work skills
and the formation of students’ digital competence, which is a key requirement of modern education.
Despite these advantages, the widespread use of mobile technologies in schools remains limited due to
insuficient methodological development of their use.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Potential and challenges of using m-learning in education</title>
      <p>Mobile learning (m-learning) is one of the types of distance learning in which the process of accessing
learning content using portable devices such as smartphones and tablets provides flexibility and the
ability to learn anytime and anywhere [5]. The technical implementation of mobile learning (m-learning)
varies depending on its educational objectives – be it microlearning, skills training, collaborative
activities, or formative assessment. For example, adaptive platforms like EdApp or Duolingo are suitable
for personalized skill development, whereas tools such as Padlet, Jamboard, or Google Workspace support
real-time collaboration.</p>
      <p>Regardless of its purpose, a typical m-learning system architecture includes the following core
components:
• Learning Management System (LMS) or mobile application with a responsive interface;
• Content storage, either local or cloud-based (e.g., Google Drive, OneDrive);
• Communication tools, including messaging platforms, video conferencing, and discussion
forums;
• Progress tracking tools, such as integrated quizzes and activity analytics;
• User interface designed following principles of minimalism and digital accessibility;
• Security mechanisms, including authentication, access control, content filtering, data
encryption, and privacy protection in accordance with child data regulations.</p>
      <p>One of the most efective approaches to implementing mobile learning in educational institutions is
the concept of “Bring Your Own Device” (BYOD) [6, 7], which is widely used in foreign schools and
universities. This model allows students to use their own mobile devices for educational purposes,
which contributes to the personalization of the learning process, reduces the cost of purchasing school
equipment, and increases student motivation to learn [8]. At the same time, the practical application of
BYOD requires solving some challenges [9].</p>
      <p>Recent international studies confirm the efectiveness of using mobile applications and tablets in
early childhood and primary education, particularly in teaching science and mathematics [10, 11]. In
Ukraine, mobile learning is gradually being introduced at all levels of education, from pre-school to
higher education, ensuring the continuity of the educational process and increasing its eficiency. This
is especially true in times of war, when traditional forms of education may not be available. The use
of mobile technologies allows students and teachers to adapt to these challenges. At the school level,
mobile technologies are actively used in both distance and blended learning formats. One of the key
projects is the All-Ukrainian Online School [12]. It provides students in grades 5-11 with access to
educational materials through mobile devices. Initiatives are also being implemented to support children
in crisis. For example, primary schools use mobile applications such as “Can’t Wait to Learn” to help
children learn math and reading even in bomb shelters [13].</p>
      <p>University education also actively integrates mobile learning into the educational process by
developing new methods [14]. At the same time, mobile applications are widely used to teach Ukrainian as a
foreign language at medical universities [15]. It demonstrates the efectiveness of digital technologies
in specialized education. In addition, smartphones are becoming an essential tool in scientific activities
[16, 17].</p>
      <p>
        Based on the above facts and analysis of scientific sources, we will highlight the advantages of mobile
learning, such as
1. Mobile devices, as an important client component of cloud technologies, provide access to
educational resources anytime, anywhere [18]. This is especially important for students in remote
areas or with limited access to educational materials [19].
2. Multimedia content and interactive technologies increase the efectiveness of learning [
        <xref ref-type="bibr" rid="ref4 ref5 ref6 ref7 ref8">20, 21,
22, 23, 24</xref>
        ]. Educational applications, virtual simulations, and gamified quizzes make complex
concepts more visual, promote a deeper understanding of the material, and increase student
motivation [
        <xref ref-type="bibr" rid="ref9">25</xref>
        ].
3. An important advantage of mobile learning is uninterrupted communication between students
and teachers. Thanks to messengers and collaboration platforms, children can get advice, work
on projects, and participate in discussions [
        <xref ref-type="bibr" rid="ref10">26</xref>
        ]. Mobile learning can foster a sense of connection
and community for children studying remotely [
        <xref ref-type="bibr" rid="ref11">27</xref>
        ].
4. Adaptive educational applications that use artificial intelligence algorithms allow for personalized
learning, taking into account the individual needs and pace of each student [
        <xref ref-type="bibr" rid="ref12 ref13 ref14 ref15">28, 29, 30, 31</xref>
        ]. If
a student has dificulty understanding a certain topic, the app can ofer additional materials or
tasks to consolidate knowledge. It also facilitates learning for children with special educational
needs [32].
5. Mobile learning contributes to the development of digital literacy. It is essential for successful
integration into the modern digital society. Students who actively use mobile technologies in
their learning acquire skills in working with digital tools, analyzing information and critical
thinking [33].
      </p>
      <p>However, many scholars also discuss the challenges of this learning format. Among them, we can
distinguish the following themes.</p>
      <p>• Cell phones are a significant distraction during school, negatively impacting academic
performance. Multitasking leads to lower test scores and memory impairment [34].
• Unequal access to the Internet and devices creates a digital divide, especially in rural areas. This
exacerbates educational inequalities by limiting students’ opportunities [35].
• Mobile phones can be used for cyberbullying and the dissemination of inappropriate content.</p>
      <p>There are risks to data privacy [36].
• Teachers lack the expertise to use mobile technologies efectively. Many are wary of this type
of learning [37]. Therefore, it is advisable to introduce efective models for training future and
retraining practicing teachers.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Development of a methodology for studying the topic “Multimedia” based on m-learning</title>
      <p>As the above studies show, mobile devices are widely used by students in everyday life. However,
their potential as a learning tool remains underutilized [38]. This is especially true for teaching
computer science, where a significant number of topics related to digital technologies can be efectively
supplemented by mobile applications [39]. One of these topics is “Multimedia”. It is currently taught in
8th grade in Ukrainian schools. The curriculum involves familiarizing students with digital images, audio
and video files, their formats, processing principles, and the use of appropriate software. The traditional
approach emphasizes the use of desktop computers, while modern mobile devices already contain
built-in tools for working with multimedia. This opens up the possibility of creating an interactive
and practice-oriented learning process that can be implemented even in schools with limited technical
equipment. Before developing a methodology for teaching the topic “Multimedia” in grade 8, a study
was conducted to identify the current state of use of mobile devices in the educational process and to
determine efective approaches to their integration into computer science education. The study used
methods such as analysis of curricula and textbooks, observation of the actual learning process, student
surveys, and statistical methods for processing questionnaire data.</p>
      <sec id="sec-3-1">
        <title>3.1. Study of the impact of smartphones on the educational process</title>
        <p>To identify the current problems, a questionnaire was developed that included general data collection
(age, gender, smartphone ownership, etc.), educational aspects (use of smartphones in general and in
computer science classes, self-assessment of distraction, etc.), and the current level of knowledge on
the topic of Multimedia. The results of the survey are available at the link https://docs.google.com/
spreadsheets/d/1bo5i6BB21MoAksytIK2zjJd1AMFUo_FYWsC7OREiaoI.</p>
        <p>The survey involved 202 students (Ternopil district, Ternopil region, Ukraine), with an average age
of 12.46 years, mode and median of 13. All respondents study at a basic school (grades 5-9). The
availability of smartphones among students is almost total (99.5% of students have their own device).
Two participants reported that they were only allowed to use a smartphone at home. Despite this,
almost all respondents have access to mobile devices, which creates potential opportunities for their
use in the educational process. Diagram (figure 1) shows that only 6% of students use a smartphone
for less than 1 hour a day. In addition, smartphones are ranked first in terms of daily use (98.5%). This
shows that this device plays an important role in children’s lives. The second and third places are taken
by laptops and personal computers. We believe that students use these devices for more complex tasks
that require larger screens and multitasking.</p>
        <p>We analyzed the purposes of using smartphones by students in each of classes (table 1).</p>
        <p>The table 1 shows that the most respondents use smartphones for social networking. Only the 6th
grade shows a moderate frequency of this choice. Also, everyone who uses a smartphone to watch
videos also uses it to listen to music.</p>
        <p>The next stage of the analysis was to study the use of smartphones in the educational process.
Based on student responses, a rating of the most used apps was compiled. NaUrok was the leader
among students’ responses, with 78.2% of them choosing it, and Vseosvita with 49.5%. These Ukrainian
services specialize in online testing in various subjects. Thus, we can say that students most often
use smartphones for educational purposes to take tests. This is also confirmed by the histogram of
smartphone use in computer science classes (figure 2). According to this histogram, taking tests and
searching for information are the two main and most obvious uses of smartphones.</p>
        <p>To assess statistically significant diferences in smartphone use policies among students of diferent
grades,  2 tests and analysis of adjusted residuals were conducted. The following  2 test results were
obtained  2 = 36.17, p-value = 0.003 for degrees of freedom df = 16. This allows us to accept the
alternative hypothesis that a relationship exists between class and permission to use smartphones in
education. Additional Cramer’s  was used to determine the strength of this relationship (efect size).
Its value of 0.212 indicates a weak relationship.</p>
        <p>To determine in detail the impact of each of the indicators of policy (“All”, “All except control”,
“Several”, “Only in computer science”, “Not allowed at all”), the analysis of adjusted residuals was used.
The results were visualized using a heat map (figure 3).</p>
        <p>In it, the numerical values of the residuals reflect the deviation of the actual number of responses
from the expected number under conditions of random distribution. In other words, the heat map
shows how the rules (policies) for using smartphones change from junior to senior high school. Positive
(red squares) values indicate that the value of the indicator exceeds the expected value, and negative
(blue) values indicate a decrease.</p>
        <p>Analyzing the heat map (figure 3), we conclude that in the lower grades there is a higher level of
outright bans on smartphone use, which is weakened by grade 7. However, this policy is not observed
in grade 8. This is due to a strong positive residual for the indicator “Not allowed at all” (+2.46). Then,
in grade 9, the trend toward a decrease in the total ban on smartphone use continues. Similar nonlinear
lfuctuations in residuals are observed for the indicators of full permission and use in several or control
lessons.</p>
        <p>These results can be explained by the fact that the surveyed students study in diferent schools
with diferent policies on smartphone use. Therefore, children have diferent experiences of using
smartphones in learning, which is confirmed by statistically significant diferences in the results. Even
within the same school, teachers of diferent parallel classes have diferent approaches to the use and
control of digital devices, due to the lack of an approved unified policy on the rules of their use. In
addition, students have diferent experiences with smartphones, which also afects their answers to this
question.</p>
        <p>Another factor that influences the results is the New Ukrainian School. It is the reform that is
currently underway in Ukraine. Students in grades 5-7 are now studying under it. One of the key
provisions of the reform is the implementation of interactive tasks for which children use smartphones
and increasing the autonomy of using a smartphone with each class for students. As can be seen from
the heat map (figure 3), there is a connection between classroom and smartphone use permissions in
computer science classes. It indicates a certain consistency within our sample of the requirements of
teachers who teach computer science in diferent schools and grades.</p>
        <p>The next task is to study the level of distraction from smartphones during studying. Analyzing the
questionnaire data, we conclude that almost half of the students (47.5%) claim that smartphones do
not afect their concentration during studying, while 3% constantly feel that gadgets prevent them
from concentrating. We also analyzed the impact of the classroom on the level of distraction. The
calculated value of the  2 = 11.46,  = 0.490 shows no relationship between class and distraction. This
is also evidenced by the graphical representation (figure 4). The chart shows a tendency to increase
(“sometimes” in grades 6 and 7) or decrease the frequency of distraction by smartphones (“sometimes”
in grades 7 and 8) with the increase in grade level. Lower grade students (5th grade) are more likely to
report that they are never or rarely distracted, while upper grade students (8th and 9th grade) are much
more likely to report that they are rarely or sometimes distracted.</p>
        <p>At the same time, the category “always” remains the least common answer for all age groups
represented in the graph. These results can be explained by the fact that students are generally not
inclined to recognize their “addiction” to gadgets. In our opinion, a separate study is needed to investigate
this efect.</p>
        <p>A scatter plot (figure 5) was created to test the relationship between the level of distraction and the
frequency of smartphone use in computer science classes. We transformed the answers to the question
“How often do you get distracted in class?” into a numerical format (0 – “never distracted”, 3 – “always
distracted”).</p>
        <p>The figure 5 shows that the highest level of distraction is observed in the group of students who
use smartphones “Very often (every lesson)”. The average distraction rate for this group is the highest
(M = 1.22) compared to the others. Gadgets have the least impact on the students who use them
once a month (M = 0.55). The groups of students who use smartphones “Often (every second lesson)”
and “Sometimes (2-3 times a month)” showed intermediate average levels of distraction (M = 0.84
and M = 0.78, respectively). The variability of responses in these groups was also significant (ranges
0-2 and 0-3, respectively), although somewhat less than in the “Very often” group. Summarizing, we
conclude that there is a positive relationship between the frequency of smartphone use in computer
science classes and the level of overall distraction. This phenomenon may be due to the lack of proper
organization and control over the use of smartphones for educational purposes. As you can already see
from figure 2, the most common ways to use smartphones are to take tests and search for information.
These activities usually take diferent amounts of time for diferent students, and if the tasks are set
incorrectly, it is quite common for some children to have already completed the task and spend time at
their own discretion. This is confirmed by the significant variability of indicators in the “Very often”
category.</p>
        <p>The third part of the questionnaire included the experience of using smartphones specifically for
creating/editing multimedia. Since this topic was chosen because of the hypothesis that the content
was not relevant, the Ukrainian State Standard and curricula were analyzed before developing the
questionnaire. On this basis, the expected outcomes of this topic were identified, such as building a
video sequence, cropping individual elements, adding transitions and simple animations between video
fragments, adding text, recording sound, changing the length of an audio track. The frequencies of
answers to the questionnaire about students’ mastery of these skills are shown in table 2.</p>
        <p>According to the table, we see that in most areas, students’ awareness of the stages of creation
increases in each grade. However, if we consider separately the 7th grade (these students have not
yet studied this topic at school) and the 8th grade (students who took it less than 2 months ago), it is
noticeable that the increase in values is very small, or absent altogether. This is especially noticeable in
the areas of trimming videos and adding text. At the same time, the positive increase is very evident in
the area of shooting video fragments, applying efects and searching for ideas. We believe that children
tend to choose these answers more often due to attempts to use these skills in computer science lessons.
Most teachers ask to use their own video and sometimes audio fragments as evidence that this is really
the student’s work. Adding simple video fragments is part of the expected skills according to the current
curriculum, and the search for ideas, as can be seen, is also growing in the 9th grade, so we assume
that this variable depends not so much on the specific computer science lessons as on the involvement
of students in school parliaments, the school press and in general the general activity of students and
their inclusion in various spheres of social, cultural and personal life. The fact that approximately 16%
of 8th grade students after completing this topic claim that they do not have any of the listed skills is
also thought-provoking. The lack of motivation of 8th grade students for this course after studying
it is also evidenced by the highest rate of the answer “Not at all interesting” among all grades to the
question about interest in studying this topic (figure 6). Considering this figure, we can assume that
this is due not so much to students’ awareness in this area as to the lack of motivation to study due to
previous experience.</p>
        <p>To study in more detail the impact on students’ interest in learning multimedia, regression was
used as a method of analyzing the questionnaire data. In this case, interest in learning the topic was
considered as a dependent variable, and class, use of smartphones in computer science lessons, and
previous experience of using them were independent variables. We used linear regression. In it, all
variables were transformed to numeric as follows:
• interest_ordinal from “Not interesting” is 1 to “Often” is ”very interesting”;
• experience_ordinal from “No” is 1 to “Often” is ”3”;
• using_CS_ordinal from “Never” is 1 to “every lesson” is ”6”.</p>
        <p>The tidyverse library of the R language was used to build a linear regression. A summary of fitting
linear models is given in table 3.</p>
        <p>As can be seen from table 3, there is a positive efect of the frequency of smartphone use in computer
science lessons on students’ interest in learning multimedia. For example, an increase in the frequency
of using a smartphone by 1 unit on the nominal scale of the independent variable using_CS_ordinal
results in an increase in interest by 0.067 units on the ordinal scale of the dependent variable. This
value is relatively small. We can assert a statistically significant, albeit small, efect of this factor.</p>
        <p>As the second row of the table shows, there is no significant efect of students’ experience with video
editing on their interest in learning multimedia. The reason for this may be the fact that students’
interest in learning multimedia is driven by other factors (desire to get a good grade, to go to university)
rather than by previous experience with smartphones. The third row of the table shows the negative
efect of the class factor on interest. That is, for each increase in the class number, interest decreases by
about 0.18 units on the scale of the interest_ordinal variable. Despite the overall significance (  &lt; 0.001)
of the multiple 2 = 0.080 model, the summary shows that only 8% of the variance of the dependent
variable is explained by the selected factors. This is a rather low figure, indicating limited predictive
power. Other unmeasured factors (e.g., teaching style, peer influence, access to tools, etc.) may have a
greater impact on student engagement as well.</p>
        <p>To visualise the regression model, a graph of the dependence of predicted interest on the frequency
of smartphone use in computer science lessons for each class (figure 7).</p>
        <p>As can be seen from figure 7, all of the level lines have a slight upward slope. This indicates that
more frequent smartphone use in computer science lessons is associated with a slightly higher interest
in multimedia learning. Students in grade 5 (orange line) show the highest predicted interest in learning
across all measures of smartphone use. Grade 9 students (dark blue line) typically have the lowest
predicted interest. The graph is consistent with the regression model, in which grade has a negative
coeficient (older students show lower predicted interest). The lighter shading of the areas adjacent to
the lines indicates some uncertainty in the model. The intervals widen somewhat in extreme cases (e.g.,
for the indicators “Never” or “Every lesson”). This uncertainty indicates a small number of respondents
who chose an extreme value. The figure also shows outliers related to students in grades 8-9, who
indicated a high level of smartphone use but a low level of interest in learning multimedia. In general,
the scatter plot and regression lines indicate that neither the “frequency of use” nor the grade are
reliable predictors of interest in learning multimedia.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Development of a methodology for studying the topic “Multimedia”</title>
        <p>The analysis of the current 8th grade computer science curriculum and the results of the survey revealed
a significant discrepancy between the expected goals of studying the topic of “Multimedia” and the
educational needs and actual level of digital literacy of modern students. In order to overcome the
identified contradictions and increase the efectiveness of learning, an alternative teaching methodology
was developed that does not reject the requirements and goals of existing curricula, but changes the
approaches by which they are achieved. The methodology is based on the principles of an activity-based
approach [40], project-based learning [41], universal learning design [42], and the integration of mobile
learning technology [43, 44, 45, 46, 47]. The pedagogical feasibility of the proposed methodology is to
shift the emphasis from reproducing technical operations to developing key competencies in a context
close to real-life situations and potential interests of students. Based on these data, we developed each
lesson’s purpose, expected results, and general plan (table 1). Most class time (about 75%) is spent
on practical skills. Unlike performing isolated exercises, students work on creating a comprehensive
multimedia product (short video narrative, training videos using scribing, audio works). Work on the
project includes all stages, from generating an idea and writing a script to shooting/recording, editing,
and post-production. Studying this topic aims to develop students’ key and subject competencies by
familiarizing them with the basics of working with multimedia technologies and developing skills in
their practical application for creating, editing, and presenting multimedia content.</p>
        <p>The table 4 contains components of the methodology we have developed for using mobile technologies
in teaching the topic “Multimedia”.
3 Installation The main tools of Frontal (anal-Inverted class, Web page, Presentation
basics the video editor. ysis of video explanatory video in-of ready-made
Working with instructions), and illustrative, structions, videos,
selfvideo fragments: group work practical. video editor, assessment and
cropping, applying (video cre- school sup-mutual evaluation
efects, transitions. ation), presen- plies (objects according to
criUse of UGC content tation of works for video teria, discussion
and copyrights. (analysis and review) of dificulties in</p>
        <p>evaluation) work
4 Audio in Sound recording Frontal (expla-Demonstration Web page, Self-assessment of
multimedia basics: types of nation, demon-(microphones, Micro- recording quality,
microphones, stration), group AI generators), phones (if presentation and
features of sound (creating audio practical (audio available), analysis of the
crerecording for video. fragments), in-creation and online voice ated audio
fragOverview of sound dividual (work-editing), partial generation ments, discussion
editors. How to ing with audio search (audio services, VN of the choice of
record clear sound efects) quality anal-editor (to dubbing methods
at home. AI as ysis), project add audio
one of the ways to (creation of a efects)
create sound. joint product).
5 Scribing as The concept of Frontal (expla-Demo (scribing Canva Presentation of
a method of scribing, its mean-nation, demon-samples), prac-webpage, ifnished works,
explaining ing. Text and audio stration), Indi-tical (video cre-service or Self-assessment
complex visualization. vidual (work in ation) app, Audio of the quality of
concepts Canva) recordings scribing
from the
previous
lesson
6 Project Forming groups, Group work. Project method, Smartphones,Comprehensive
activity: de-discussing ideas GR1 brainstorming online docu-project
assessvelopment for video projects, ments, video ment according
of a video creating scripts. editors, to the established
idea audio and requirements
video files
7 Project activ-Shooting video ma-Practical work. Observation Smartphones,Comprehensive
ity: shooting terials for projects, GR4. method, exer-online docu-project
assessusing multimedia cise method ments, video ment according
technologies. editors, to the established
audio and requirements
video files
8 Project activ-Video editing, Practical work. Project method, Smartphones,Comprehensive
ity: installa-adding sound, GR3 interactive online docu-project
assesstion efects, titles. method ments, video ment according
editors, to the established
audio and requirements
video files
9 Completion Completion of Practical work. Project method Ready- Comprehensive
of the projects, prepara-GR3 made video project
assessproject. tion for presenta- projects, ment according
Publishing tion. YouTube to the established
videos on service requirements
streaming
platforms
10 Project Presentation of Group work, Method of Multimedia Comprehensive
presentation projects, evalu-presentation. reflection, projects of project
assessand thematic ation of works. Comprehen- method of mu-students, ment according
evaluation Reflection: what sive work on tual assessment projector to the established
you learned, what all 4 groups of requirements
tools were the most results.</p>
        <p>interesting.</p>
        <p>The assessment of academic achievements has also undergone changes. Starting next year,
eighthgraders will study according to the New Ukrainian School reform. Therefore, in this methodology,
we focus on assessment by groups of results. Instead of assessing only the final product, we use a
comprehensive approach that considers the development of student competencies at diferent stages of
their work on the project. The practical tasks that students perform during the lessons are divided into
the groups of outcomes that students develop during practical work, and an assessment table has been
designed for project activities (table 5). This table is also available to students as a guide to the main
requirements for the activity.
GR1. Works with information, data, models.</p>
        <p>The scenario of the video is logically structured, has an introduction, a main part and an ending. 2
The created scenario is based not only on selected fragments of the text, but also on your own 2
thoughts on the topic. In the video, the student not only expresses his opinion, but also confirms it
with scientifically proven facts.</p>
        <p>GR2. Creates information products.</p>
        <p>All technical aspects are done with high quality (correctly adjusted video contrast, lighting, framing). 2
Editing efects are appropriate, they emphasize the overall mood of the video. 2
It is advisable to use animation elements, displays, stickers, etc. to emphasize the narrative. 1
GR3. Works in a digital environment.</p>
        <p>The student can explain all the stages of video creation, disassemble the finished project into 2
separate frames, explain what editing techniques should be used to achieve a certain result.
A student can complete all of the above steps. 3
GR4. Safely and responsibly works with information technologies.</p>
        <p>All data used in the video has a verified source. 1
All videos used in the video are created by the child, or uploaded without copyright infringement. 1
The next step in developing the methodology was to select the learning tools. Although the
methodology focuses on the use of smartphones, and their use is almost ubiquitous, not only applications
but also services accessible from any device were chosen to ensure that the principles of the UDL are
implemented. The following criteria were taken into account:
• availability for both iOS and Android systems;
• possibility of online and ofline use;
• easy navigation;
• free access to the functionality;
• no ties to the occupying country and the absence of the developer in the list of sanctioned
organisations in Ukraine.</p>
        <p>VN as an application and Vimeo as a service were selected as video editors. Among the audio editors,
we selected the voicegenerator.io service and the Video Voice Changer app. These resources were
chosen because they have the ability to change the voice and this is the feature that children will use.
Canva was chosen as a tool for creating scribbles, both as a service and as an application, because
children are familiar with its functionality and can focus on the process of creating.</p>
        <p>The next step was to develop the content of the course such as theory, interactive tasks, instructions
for practical work, video work, etc. (figure 8).</p>
        <p>As many studies have already confirmed, modern learners have dificulty perceiving educational
material that is presented orally or in text format. Therefore, it is important to use diferent types of
information presentation. Since this topic focuses on the study and use of multimedia, it is a good
approach to use diferent types of media. In this case, in addition to information about this area,
children will receive real examples of application. The central element of the methodology is the ‘flipped
classroom’ model, which optimises the use of class time. Instead of a traditional lecture, students
work on the theoretical block outside the classroom using specially prepared training materials posted
on the website. These materials are developed with the principles of universal design thinking in
mind and are presented in various formats: short video lectures explaining key concepts (e.g. framing,
editing transitions); interactive web pages with textual explanations, illustrations and examples; links to
external resources. This allows students to work at their own pace and the teacher to devote classroom
time to hands-on activities and individual advice.</p>
        <p>Modern web page editors make it as easy as possible to organise information and create interesting
material without any additional skills. One of these options is the Gamma service, which we chose
because of its interactive features and the availability of templates that greatly simplify content
structuring and ensure quick adaptation to changes. The main focus was on visual consistency and logical
presentation of the material, which allows students to navigate the information better using the blocks.
Another advantage is the correct display of the webpage on diferent devices, including smartphones
and PCs (figure 8 and figure 9).</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>The study confirmed the relevance of the problem of integrating mobile devices into the educational
process of secondary education and revealed significant shortcomings of the traditional approach to
studying the topic of “Multimedia” in grade 8. The analysis of the curriculum and the results of student
and teacher questionnaires revealed a gap between the content of education, which often focuses on
outdated or already mastered technical skills, and the real needs and interests of modern students.
The developed and theoretically substantiated methodology for studying the topic “Multimedia”. The
technical implementation of the methodology is based on an adapted mobile learning (m-learning)
architecture that incorporates the BYOD model. Google Classroom was used as the LMS, providing
access to assignments, instructions, and student submissions. Theoretical content was delivered through
the Gamma platform, which supports multimedia content, visual consistency, and optimization for
mobile devices. Learning materials and student projects were stored on Google Drive (for private
interaction within the Google Classroom environment) and published via YouTube, which ensured
convenient access and a variety of content formats. The proposed approach has a number of key
advantages. In particular, it helps to increase the relevance and motivation of learning by shifting
the focus to the practical application of multimedia technologies, introducing modern professions
and using mobile devices familiar to students. The efective organisation of the learning process is
achieved through the ‘flipped classroom’ model, which frees up time for active practical work. In
addition, important advantages include ensuring individualised learning through the application of UDL
principles and bridging the gap between formal education and students’ informal digital experience
by using their existing smartphone skills as a basis for further development. At the same time, the
successful implementation of the methodology requires consideration of potential challenges, such as
the development of students’ self-organisation skills and adequate methodological and technical training
of teachers. The primary task of further work is to experimentally test the developed methodology in
real-life conditions of Ukrainian schools to quantify and qualitatively assess its efectiveness compared
to traditional teaching. In addition, it is advisable to explore the possibilities of adapting the proposed
approach to study other topics of the computer science course or other subjects.</p>
    </sec>
    <sec id="sec-5">
      <title>Declaration on Generative AI</title>
      <p>While preparing this work, the authors used ChatGPT by OpenAI to rephrase and improve their own
text. Google Gemini was also used to search for relevant literature. All content generated with the
assistance of AI tools was reviewed and edited by the authors, who take full responsibility for the
article’s final version.</p>
    </sec>
    <sec id="sec-6">
      <title>Author contributions</title>
      <p>Conceptualization, Vasyl P. Oleksiuk and Julia A. Overko; methodology, Vasyl P. Oleksiuk; software,
Vasyl P. Oleksiuk and Julia A. Overko; writing – original draft, Julia A. Overko; writing—review and
editing, Vasyl P. Oleksiuk. All authors have read and agreed to the published version of the manuscript.</p>
    </sec>
    <sec id="sec-7">
      <title>Funding</title>
      <sec id="sec-7-1">
        <title>This research received no external funding.</title>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Data availability statement</title>
    </sec>
    <sec id="sec-9">
      <title>Conflicts of interest</title>
      <sec id="sec-9-1">
        <title>The authors declare no conflict of interest.</title>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>Acknowledgments</title>
      <p>New experimental data have been created and shared via Google Drive. Relevant links are provided in
the text of this paper.</p>
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