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World of Physics: A Gamified Supplementary Material for Students in Grade 9

Jennifer Culala
Psychology and Education: A Multidisciplinary Journal · 2023-10-04 · DOI 10.5281/zenodo.8407668
Token #2067
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #2067.
Token#2067 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xa54300ad7201dab6022b2a37da195902416775125bcdee05dc653943cc3a04c8 · block 12097800
Minted2026-10-01 18:32 UTC
Hash on chain0x2fc4d18788cc73eccbfe58bb0783862cccc3c26574b1d947a3137bb7f49d5f83
SHA-256 of the record0x2fc4d18788cc73eccbfe58bb0783862cccc3c26574b1d947a3137bb7f49d5f83
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Jennifer Culala 0x99BA1f9A…071891 900,000 900,000

The anchored record

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

{"abstract":"No matter the season, weather, or event, students have been consistently lacking the motivation and energy to continue pushing through their studies and homework. Physics remains to be one of the most difficult subjects in the sciences due to the number of concepts and equations it has. Gamification is the concept of placing, adapting, and extracting game elements into non-game subjects which allow for a rise in motivation and interaction between students and lessons. With the idea of Csikszentmihalyi’s Flow Theory, Ryan and Deci’s Self-Determination Theory, Kraiger’s Model of Course Performance, and Lander’s Theory of Gamification in mind, the researcher created an RPG game known as “World of Physics' ' with the game making platform RPGMAKER MV. The material was implemented to four Grade 9 rooms in total after using purposive sampling to include only students with laptops and PCs due to limitations in the game-making software. The researcher implemented a Pretest and Posttest to gauge student learning and assess if there was a significant difference, of which there was as the scores and results of the Likert Scale analysis of the results both rose upwards. The researcher also released a questionnaire to ask students and teachers for their opinions and criticisms concerning the material given. Most of the respondents were immensely positive and highlighted that the gamification style was different, versatile, and more interactive than those that they are used to in the conventional setting. Gamification allows them to learn lessons they haven’t studied before and review lessons that they may have forgotten in the previous years all while having fun and reminiscing the magic of playing games in their free time.","abstract_source":"original","authors":["Jennifer Culala"],"date":"2023-10-04","doi":"10.5281/zenodo.8407668","id":2067,"issue":3,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"e52eb9eb65ab6f12a1e0a9f64f155c4fd703205cf13f8977b901afccc217c29e","schema":"scimatic-article/1","title":"World of Physics: A Gamified Supplementary Material for Students in Grade 9","volume":14}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/2067.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(2067)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000000813"},"latest"]}'

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