I have 2 more suggestion.
1. As to learning UV mapping, I should of told you no program will do everything for you. In conclusion to that, I would agree that you should learn the basics because you will have to learn how the uv's should look like after they have been unwrapped. For example, if you were unwrapping a character, the end result should look like how a bear rug is layed out flat on the floor. Nevertheless, before you do any unwrapping, you should apply a checker map to your object. This will guide you towards how your texture will look. At the end result you will want your checker map to have perfect squares as much as possible. In addition, you should also understand about seems and distortion.
Seems will look like the same thing as the stitching of a shirt. In other words you will notice that unstitched uv's will create seems, and they can not be helped, but they can be minimized and hidden. A good example of what seems would look like with your checker map applied to your object would be where you see the checkers will not line-up with each other. Furthermore, a person that has good knowledge about unwrapping will also know where the best areas to hide the seems. As for distortion, this is where you see parts of the checker map don't have perfect little squares. This mostly happens to areas where there are a lot of curves such as the head of a character.
Eventhough you should know about these 2 major keys to unwrapping, programs such as DeepUV, will help you. However, just remember that these types of programs are made only for speed and sometimes you have to unstich and restitch the uv's to a different area that these programs made a mistake on.
Also, here are two helpful links.
video tutorial. You need to scroll down to character modeling and you will see two links: Laying out UV's part 1, Laying out UV's part 2. Also, the guy uses 3D Studio Max, but why I give you this link is because 1. it is a video which IMO you learn faster, 2. it gives you the background of unwrapping the UV's, and 3. he gives examples of why you should use DeepUV. The only thing is you want to ignore the "Show vertex connections", and "weld vertex". Maya doesn't use "weld vertex", it uses "sew uv's", and Maya also does not have the "show vertex connection" feature.
2. Text version, but it is in Maya.
My second suggestion is considering you are a college student, don't use Journey ED. If you have somebody else then great, but if not, then see if you can directly go through the software company. Also if your courious about DeepUV, their website is...
I hope this gives you some help.