Visually oriented approach – asynchronous teaching

For students who think in pictures, understand contexts visually, and remember through what they see – not just what they read or hear.

Key idea: Visual ≠ “graphic design”

Visual modalities are not just about decoration or diagrams – but about giving meaning through what is seen. It is about:

  • See systems and concepts in concrete contexts
  • Sensing reality, application and purpose
  • Organize complex information in an intuitive way
  • Making the invisible visible

Toolbox: Visual Modalities for Asynchronous Learning

ModalityWhat does it do?Example from computer science educationIT option (e.g. Rise)
Real-world imagesCreates a connection to practice – “this exists in the real world”Images from whiteboards, code review sessions, paper-based architecture diagramsImage block, Image with caption
Photo-based casesPresents a problem visually before the theory is introducedAn image of an error message with the question: “What would you do?”Image + Knowledge Check, Scenario block
Screen recordingsMake abstract systems concreteVideo of an IDE while building a class, with spoken explanationVideo embed, Video + reflection
“Show what you mean” videosThe instructor/teacher uses a whiteboard, paper, or physical objects to explain visuallyExplaining the SOLID principles using Post-its and hand drawingsVideo + writing field, Video + questions
3D models / visualizationsMake complex structures spatial and interactiveUsing tools such as Unity or Blender to show system architecture as a “space”; e.g. Sketchfab embedEmbedded iframe or link + task
Digital comics / comic stripsConvey learning through visual sequencesA fictional dialogue about “why MVC makes sense”Image carousel, Labeled graphic
Clickable images / overlaysEnable self-paced explorationClick on an API diagram to get explanations of the individual componentsImage with hotspots, Interactive graphic (H5P)
Visual storytellingTeaches through sequenced images with textAn image series showing a student discovering problems in their code and using debuggingLabeled graphic, Scenario block

When designing visual elements in your teaching, ask yourself:

How can I make it discovery-based instead of explanation-based?

Can I show this instead of saying it?

What does this look like in reality?

What would a student see if they were in the situation?