Discussion
mistakes
The video graphics model is a common audiovisual media strategy for successful integration into physical education. Students can watch the physical training exercises, and track individual progress and needs, which influence productivity and help to correct mistakes immediately. The learning model based on augmented reality (AR) technology on a sample of schoolchildren is more effective than learning with the help of video resources [Smartphone applications can be used as the main means of communication (scoreboard, interactive whiteboard, and display platforms) and classroom management tools (timer, music display, and microphones). Furthermore, these technologies possess the capacity to provide additional information such as feedback, lesson plans, and assessments while also enabling personalized adjustments by the unique needs and abilities of individual students. This facilitates the development of customized training programs [The approach discussed above differs from the results of this research. Although, the data were collected from a sample of a completely different age, which complicated the possibility to use the bridging principles. The effectiveness of the First Aid application was tested using samples of literate and illiterate individuals. The results showed that hand-drawn sketches with first aid activities were better understood by illiterate individuals compared to image-based interfaces. However, there was no clear difference in usage between literate and illiterate individuals when they used freehand drawing-based interfaces [The simulation of the user interface for first aid was based on the user-centred design (UCD) recommended for schoolchildren from 7 to 12 years. The research proposes to use the AidHub application, based on a video game [The scientific literature proves that STEM education as an example of a transdisciplinary approach in pedagogy promotes the development of critical thinking skills among students, which coincides with the present experiment [The results showed that the use of a simplified video-based learning tool with self-assessment tasks improved motor skills, as well as improved the motivation and self-esteem of young gymnasts in a short period [The utilization of digital technologies in physical education contributes to the development of critical thinking skills among students. They can analyze their training sessions, identify errors, and make informed decisions to enhance their skills. Moreover, digital tools enable them to collaborate, exchange ideas and arguments, fostering critical thinking through collaborative learning. The use of digital assessment and feedback mechanisms assists students in analyzing their performance and devising strategies to improve their achievements in physical activities [