A PILOT TEST REPORT ON QUALITY FRAMEWORK FOR THE ASSESSMENT OF MULTIMEDIA LEARNING MATERIALS Syed Jamal Abdul Nasir bin Syed MOHAMAD, David ASIRVATHAM, Halimatol HANIN Universiti Teknologi MARA, 40450 Shah Alam, Selangor. Malaysia syedjamal145@salam.uitm.edu.my Abstract: This paper reports the results of the pilot test on quality framework for the assessment of multimedia learning materials developed by the Commonwealth of Learning Media Centre for Asia (CEMCA) in collaboration with the Ministry of Higher Education, Malaysia (MOHE). This project aims to develop a standard quality framework which can be used by multimedia users in evaluating the quality of the e-learning materials. The pilot test encountered several items needed to be improved or replaced to ensure its reliability and validity besides several scales needed to be reconstructed. Keywords: multimedia learning materials, quality assurance and assessment. I. INTRODUCTION Multimedia learning materials(MLM) can be defined as the combination of various digital media types, such as text, images, sound and video, into an integrated multi-sensory interactive application or presentation to convey a message or information to learners that promotes effectives learning (Neo and Ken, 2001). It is an important component in e-learning or distance learning. Studies have shown that MLM has a huge impact on the outcome of learning. A well designed MLM can promote better performance among learners. MLM that is designed using good teaching methodologies and instructional models can have a positive impact on the learners. MLM can be engaging, while simulated experiment and game-based learning can be fun for learners. Today, large investments are made on developing MLM for teaching and learning. For example, as one of the flagship programs of the Multimedia Super Corridor (MSC), RM300m was allocated for smart schools where it involved the development of MLM for schools (Vicziany & Puteh, 2004). E-learning or distance learning can be supported by multimedia-rich content. It deploys videos, audios, animations, chats, interactive contents and other collaborative contents. The use of MLM makes learning interesting and fun. Hofstetter (1995) defined interactive multimedia as the use of a computer to present and combine text, graphics, audio and video, with links and tools that let the user navigate, interact, create and communicate. As more MLM are being developed, it becomes important to determine the quality of these products. Users need a guide to select and use these products. Users also need to know the quality of these products. Adopting poor quality content can result in poor performance of the learners and subsequently increase the drop-out rate. 4.1 Type of MLM product addressed by this framework The type of MLM product referred here is the finished MLM used for the purpose of teaching and learning. The guidelines for the summative assessment of MLM is provided for MLM related to teaching and learning rather than other type of content such as for advertisement-based or entertainment.