I'm going to start up the VIII remaster on Switch instead. that's a game I also tried on Vita and dropped, but mostly because I felt like I had done a poor job with the mechanics for most of the game and screwed myself over.
If you've got any questions on how the mechanics in that games works, Don't be Afraid to post them here!
But the basics of junction is essentially that you stock up on a finite number of magic spells, and then you can assign them to specific stats to boost them. How much you boost them is decided by the type of spell, strength/tier of the spell and amount you have stocked. You can use an auto-junction command to let the game decide junction set-ups for you based on which stats you prioritise. Of course, casting these junctioned spells in battle means the stat they're tied to will decrease a bit.
You can also assign a spell to status attack and status defence, and early on in the game you're being encouraged to add Blind to Squall's status attack, so he gets a chance to influct blind on a powerful enemy just by attacking it (the more Blind spells in his inventory the higher the chance it'll be inflicted).
Then you also equip GF that come with abilities that they have learned, or can learn (and you need to manage this via the GF menu). This includes basic things like which stats you can junction magic to, but also unique commands like Diabolos's Enc-Half/None, Siren's Move-Find and Leviathan's Recover.
Of course, there's more to learn. Like how weapon upgrades work, Triple Triad and Limit Breaks. But I think most of the mechanics can be rather easily explained in layman's terms, in less time than it takes the game to bombard you with lengthy and sometimes confusing tutorials.
I do recommend reading through a bunch of the stuff on Squall's computer in the classroom though, especially Selphie's blog (which will get updated throughout the game as well) and the message board.