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Revolutionizing Learning: How eGamification Assessment is Changing Teaching?

Glynn Deabanico, Dennis Caballes
Psychology and Education: A Multidisciplinary Journal · 2023-07-20 · DOI 10.5281/zenodo.8168422
Token #1674
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #1674.
Token#1674 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xdd14d93324f2817432e7b19dfd6f4201950682c79377e1fbc85c8ce69cb23f97 · block 12097062
Minted2026-10-01 17:31 UTC
Hash on chain0x88daf444e8393aafc8206f58e63235949b253a5230ba98c5ff92be187627d5ee
SHA-256 of the record0x88daf444e8393aafc8206f58e63235949b253a5230ba98c5ff92be187627d5ee
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Glynn Deabanico 0xc169a0E3…E3c001 450,000 450,000
Dennis Caballes 0x8bd873aB…5A484b 450,000 450,000

The anchored record

Canonical JSON (keys sorted, no spaces, UTF-8). Its SHA-256 is the hash on chain.

{"abstract":"A key tool for redefining how we approach teaching and learning is eGamification evaluation. To make learning more interesting and participatory, eGamification evaluations integrate gaming components like points, badges, and leaderboards. This essay investigates how eGamification assessment affects the teaching and learning procedures. The study examined how student learning results and classroom engagement were impacted by assessment. The statistical analysis showed a significant relationship between eGamification assessment utilization and student engagement and motivation in the classroom. The findings suggest that eGamification Assessment can be an effective method for formative assessment and can help students develop the skills they need to succeed in today's environment of rapid change, while further research is necessary to evaluate whether these findings can be applied generally. Adopting eGamification Assessment can revolutionize teaching and learning, and all students will gain from a setting that is more interesting and productive.","abstract_source":"original","authors":["Glynn Deabanico","Dennis Caballes"],"date":"2023-07-20","doi":"10.5281/zenodo.8168422","id":1674,"issue":10,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"ceec38a0b2fd70f2b9b3f2137662f0fe1e2c5853d29a4db4e50b455e37cbd52a","schema":"scimatic-article/1","title":"Revolutionizing Learning: How eGamification Assessment is Changing Teaching?","volume":10}

Check it yourself

1. The record, from the token's own metadata:

printf '%s' "$(curl -s https://scimatic.org/nft/articles/1674.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(1674)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c290000000000000000000000000000000000000000000000000000000000000068a"},"latest"]}'

The two must be equal (the second with a 0x in front).