| Token | #11180 of SciMatic Articles (ERC-1155), fixed supply 1,000,000 |
|---|---|
| Contract | 0x0E596B4bb924937aA35D9b342A90347ed6F05eF8 |
| Mint transaction | 0xb2769e8af95707e39f3200b69c738b46919b38cf8905012fa062339f2add05d2 · block 12558281 |
| Minted | 2026-11-01 01:55 UTC |
| Hash on chain | 0xe1296d7eee54eb9b024d8891286a102b4bde7755d14b33e7948ef5a51c746605 |
| SHA-256 of the record | 0xe1296d7eee54eb9b024d8891286a102b4bde7755d14b33e7948ef5a51c746605 |
| Article today | Matches the anchored record. |
| Holder | Wallet | Minted | Holds now |
|---|---|---|---|
| SciMatic (10%) | 0xc35709AB…277732 | 100,000 | 100,000 |
| Jerico Colon | 0x730516a1…5bBB26 | 900,000 | 900,000 |
Canonical JSON (keys sorted, no spaces, UTF-8). Its SHA-256 is the hash on chain.
{"abstract":"This study examined middle school students’ engagement with educational games in mathematics, compared their academic performance before and during game-based learning, investigated the relationship between engagement and academic performance, and proposed an intervention program based on the findings. Using a quantitative research approach, the study was conducted at Hope International School in Phnom Penh, Cambodia. Engagement data were collected from 93 students using a four-point Likert-scale questionnaire, while mathematics grades from 98 students were compared across two semesters. Descriptive statistics, correlation analysis, and a paired-samples t-test were employed to analyze the data. The results indicated that students reported the highest in motivation to participate (M = 3.77, SD = 0.714), followed by engagement in enjoyment (M = 3.57, SD = 0.772). Active participation (M = 3.25, SD = 0.868), satisfaction with learning experience (M = 3.18, SD = 0.872), and perceived learning (M = 3.02, SD = 0.859) received comparatively lower mean ratings. Mean mathematics performance increased from 83.13 (SD = 11.41) in the first semester to 85.41 (SD = 9.84) in the second semester. The difference was statistically significant, t(97) = −4.633, p < .001, with a medium effect size (Cohen’s d = −0.468). The study also reported a significant relationship between student engagement and academic performance. Based on these findings, the Mathematics Engagement and Achievement through Gamification (MEAG) Program was proposed to enhance mathematics instruction through curriculum-aligned educational games, collaborative learning activities, teacher development, and systematic progress monitoring. The findings suggest that educational games may serve as a complementary instructional approach when integrated purposefully with explicit instruction and reflective learning activities.","abstract_source":"original","authors":["Jerico Colon"],"date":"2026-11-01","doi":"10.5281/zenodo.23852208","id":11180,"issue":1,"journal":{"issn":null,"name":"Asian Journal of General and Applied Studies"},"pdf_sha256":"d9bb5bd732a557e394e34bdc9036a225f1c36e1966251805c29ca7d06ffbadde","schema":"scimatic-article/1","title":"Enhancing Mathematics Learning Through Educational Games: A Study on Student Engagement and Performance","volume":1}
1. The record, from the token's own metadata:
printf '%s' "$(curl -s https://scimatic.org/nft/articles/11180.json | jq -r .canonical_record)" | sha256sum
2. The hash stored on chain (contentHash(11180)):
curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
-d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000002bac"},"latest"]}'
The two must be equal (the second with a 0x in front).