Design characteristics of the effective eCME multimedia program¶
Design · All designs
Evidence · 2 claims (2 for) · 2 studies (2 causal),q2· 0 of 2 report an effect size · 2 claims rest on one study
Description¶
The article enumerates the prominent aspects participants agreed influenced their learning and motivation: interactivity allowing learners to "manipulate the representation, so that learners were in complete control of the speed, orientation, and time"; examples, non-examples, frequently asked questions, practice and feedback, and end-of-course quizzes; multimedia presentations (animation, graphics, photographs, narrative, videos); content relevant to learners' lives and work; simulated real-world activities; appropriately difficult content; hands-on activities; performance feedback; pages easy to navigate with linear and nonlinear layouts; and overall learning-experience satisfaction.
Design Implications¶
Context¶
Requirements¶
- Content must be relevant to learners' lives and work and provide enough feedback on performance
Constraints¶
- The pattern was evaluated only in a single CME topic (Acute Respiratory Failure) at one Iranian university
Target Learners¶
- general physicians and assistants in CME
Learning Goals¶
- clinical learning and motivation in self-paced e-learning
Claims¶
- Ecme Motivation Higher Than Lecture [+M]
- Multimedia treatment, prior science level, and unit pre-test level each independently influence electricity achievement, with no significant two-way or three-way interactions [+W]
Related Designs¶
Examples¶
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Key Sources¶
- Omrani, S., Fardanesh, H., Hemmati, N., & Hemmati, N. (2012). Exploring an appropriate instructional design model for continuing medical education. Turkish Online Journal of Distance Education, 13(3). https://tojde.ankara.edu.tr
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
ecme-multimedia-design-characteristics |
title |
Design characteristics of the effective eCME multimedia program |
description |
The article enumerates the prominent aspects participants agreed influenced their learning and motivation: interactivity allowing learners to "manipulate the representation, so that learners were in complete control o... |
status |
review |
generated |
by process:settle-candidates on 2026-11-01 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — omrani-2012 |
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