Abstract
Media and Information Literacy (MIL) is an important skill that students need in today’s digital age, especially in dealing with misinformation and different types of media. However, many students still experience difficulty in evaluating and using information properly. Because of this, there is a need to use more engaging and effective teaching strategies.
This study focused on identifying the preferred game features of Senior High School students in Media and Information Literacy and how these can be used in instructional materials. The study used a descriptive design with conjoint analysis. The respondents were 89 Senior High School students. The data were gathered using a Game Preference Checklist and a Conjoint Profiles Survey.
Frequency, percentage, and ranking were used to identify the preferred features. Conjoint analysis was used to determine which features are more important and to identify the most preferred combination.
The results showed that students prefer quiz and puzzle-based games, ranking-based reward systems, and clear feedback mechanisms. Game genre was found to be the most important factor, followed by user-friendliness and reward system, while graphics quality and hardware requirements were less important.
The findings show that instructional materials in MIL should be simple, interactive, and easy to use. Because of this, the developed preference model can serve as a guide in designing more engaging and effective game-based instructional materials.
Keywords: Conjoint Analysis; Game-Based Learning; Instructional Development; Media and Information Literacy; Student Preferences
https://doi.org/10.65494/pinagpalapublishing.207