The Role of Visual Education in Training Processes: A Systematic Review of the Use of Visual Tools to Enhance Learning and Promote the Development of Soft Skills †
Abstract
1. Introduction
2. Methodology
2.1. Methodological Approach
- Population: primary and secondary school students, with or without special educational needs;
- Intervention: use of visual, analogue or digital strategies and tools aimed at improving learning or promoting the development of soft skills;
- Comparison: teaching approaches based on visual learning compared to traditional learning methods focused exclusively on verbal or textual exposure;
- Outcome: improvement in learning effectiveness, motivation, cognitive skills, and social and communication skills.
2.2. Bibliographic Research
2.3. Data Analysis and Categorisation
- Effective learning, motivation and critical thinking;
- Effectiveness in the humanities;
- Effectiveness in the sciences;
- Inclusion and accessibility.
3. Results
3.1. Effective Learning, Motivation and Critical Thinking
3.2. Effectiveness in the Humanities
3.3. Effectiveness in Scientific Disciplines
3.4. Inclusion and Accessibility
4. Discussion
5. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Authors | Type of Study | Sample | Digital/Visual Tool | Developed Dimension | Results |
|---|---|---|---|---|---|
| Al Ashran et al. [12] | Quasi-experimental | 60 fifth-grade students (30 EG, 30 CG)—Jordan | Images and drawings | Visual literacy | The experimental group achieved significantly higher results than the control group (ANCOVA F = 39.44, p < 0.05; η2 = 0.409). Increases in visual thinking (F = 19.26, p < 0.05, η2 = 0.259), visual learning (F = 40.05, p < 0.05, η2 = 0.421), and visual communication (F = 30.96, p < 0.05, η2 = 0.360). Improved motivation and participation. |
| Dey & Munshi [13] | Quantitative survey with structured questionnaire | 84 primary school students (India) | Flash cards, maps, illustrated books, ICT apps | Motivational and metacognitive | Visual tools enhanced motivation, curiosity, and attention, improving problem-solving and critical thinking; high reliability (α = 0.829). Particularly effective in language learning, reducing anxiety and providing emotional support. |
| Haifa et al. [14] | Qualitative study | 10 teachers and 10 students with ASD (international schools, China) | Educational and multimedia videos | Inclusion and engagement | Audiovisual materials enhanced attention, participation, and social interaction. Role-play and imitation reinforced vocabulary, memory, and communicative confidence, reducing isolation behaviours. |
| Hanim et al. [15] | Quantitative pre-post with expert evaluation | 12 students and 3 experts (secondary school, Malaysia) | Screencast SketchUp Make (ViToS-SUM) | Geometric and visuospatial thinking | Significant improvements in visuospatial skills (t = 12.21; p < 0.05) and van Hiele geometric thinking levels (Z = −3.18; p < 0.05). Confirmed pedagogical validity and alignment with math content. |
| Hidayat et al. [16] | Single-subject experimental design (pre-post) | 3 students with hearing disabilities (vocational secondary school, Indonesia) | Visual media and practical demonstrations | Scientific learning and inclusion | Practical experiences and visual demonstrations improved understanding of Archimedes’ principle and active participation (post-test 49–69%). Increased motivation and collaboration; confirmed inclusive effectiveness. |
| Khoo et al. [17] | Semi-experimental case study | 80 primary school students + 10 experts (Malaysia) | Holographic application E-Visual MEL-VIS | Mathematical skills (space and form) | Overall improvement of 36.12% (p < 0.05) between pre- and post-test, with up to +44% in 3D features. High perceived usability (M = 4.17) and expert rating = 4.48. Demonstrated educational and interactive effectiveness. |
| Mack et al. [18] | Semi-experimental (pre-post) | 40 secondary school students (United Kingdom) | Visual labs and anatomical models | Conceptual understanding (anatomy, digestion, enzymes) | Anatomical understanding increased from 25% to 88.6% (p < 0.001). Improved knowledge of digestion (p = 0.032) and enzymes (p = 0.047). High satisfaction (>79%) and perceived learning effectiveness. |
| Mahmuti & Arifi [19] | Mixed quasi-experimental | 32 s-grade middle school students (Kosovo) | Virtual manipulatives | Cognitive, motivational, and socio-relational in mathematics | Significant improvement in area and perimeter tasks (p = 0.005). Increased motivation, collaboration, enjoyment, and active participation. |
| Maryanti et al. [20] | Demonstrative-experimental (pre-post) | 28 students (14 with SEN; 6 with hearing impairment, 8 with intellectual disabilities) | Educational videos | Inclusive scientific learning | Average improvement from 17.30/74.28 to 78.56/98.57 (above threshold 75). Misconceptions reduced by −19.04%; greater conceptual clarity and participation, even among SEN students. |
| Özkara et al. [21] | Quasi-experimental (matched groups, pre-post) | 80 primary school pupils (Antalya, Turkey) | Narrative maps (story maps) | Reading comprehension | Significant difference between groups (t(78) = 13.142; p < 0.001; η2 = 0.69). Experimental group (M = 41.67) > control (M = 32.20). Story maps strengthen text comprehension and narrative thinking. |
| Temaj et al. [22] | Quasi-experimental mixed analysis | 120 students (Kosovo; 60 EG/60 CG) | Graphs, diagrams, experiential activities | Mathematical thinking and functional understanding | Average increase of 27.89% (t = 5.17; p < 0.001; d = 0.63). High correlation between visual tools and satisfaction (r = 0.98). Enhanced confidence, collaboration, and learning motivation. |
| Veber et al. [23] | Semi-experimental research | 30 students (aged 17–19; 15 EG/15 CG) | 360° videos, augmented reality, traditional videos | Attentive, motivational, cognitive | 360° videos generated higher attention (A = 63.17) than standard videos (A = 56.22) and AR apps (A = 53.04). Significant difference vs. traditional video (t = −2.65; p = 0.019). Immersive learning was more engaging. |
| Yani (2021) [24] | Semi-experimental (pre-post) | 103 high school students (Indonesia) | Comic worksheets (educational comics) | Cognitive, affective, and value-based | Significant difference between pre- and post-test (t(102) = −4.158; p < 0.001); N-Gain = 8.87%. Increased critical thinking, collaboration, ethical awareness, and value engagement. |
| Zorzos & Avgerinos [25] | Quantitative experimental study | 346 elementary students (Greece; grades IV–VI) | Images and visual probability problems | Mathematical and visuoperceptual reasoning | Use of images increased correct responses to 42.2%. Significant differences by age (H = 26–29; p < 0.001). Visual representations improved interpretation and probabilistic intuition. Progressive cognitive maturity observed in image-based reasoning. |
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Berardinetti, V. The Role of Visual Education in Training Processes: A Systematic Review of the Use of Visual Tools to Enhance Learning and Promote the Development of Soft Skills. Proceedings 2026, 139, 6. https://doi.org/10.3390/proceedings2026139006
Berardinetti V. The Role of Visual Education in Training Processes: A Systematic Review of the Use of Visual Tools to Enhance Learning and Promote the Development of Soft Skills. Proceedings. 2026; 139(1):6. https://doi.org/10.3390/proceedings2026139006
Chicago/Turabian StyleBerardinetti, Valentina. 2026. "The Role of Visual Education in Training Processes: A Systematic Review of the Use of Visual Tools to Enhance Learning and Promote the Development of Soft Skills" Proceedings 139, no. 1: 6. https://doi.org/10.3390/proceedings2026139006
APA StyleBerardinetti, V. (2026). The Role of Visual Education in Training Processes: A Systematic Review of the Use of Visual Tools to Enhance Learning and Promote the Development of Soft Skills. Proceedings, 139(1), 6. https://doi.org/10.3390/proceedings2026139006

