| Token | #2544 of SciMatic Articles (ERC-1155), fixed supply 1,000,000 |
|---|---|
| Contract | 0x0E596B4bb924937aA35D9b342A90347ed6F05eF8 |
| Mint transaction | 0x9e21eba443205eeb2be835da3d9a7e5a85ad9a17902c3709fb9d822f36f8a3f8 · block 12098737 |
| Minted | 2026-10-01 19:50 UTC |
| Hash on chain | 0xf3d35634cde2090c17ee6ef676a7feb7b3ec34d15ef443c584ba131b241105dd |
| SHA-256 of the record | 0xf3d35634cde2090c17ee6ef676a7feb7b3ec34d15ef443c584ba131b241105dd |
| Article today | Matches the anchored record. |
| Holder | Wallet | Minted | Holds now |
|---|---|---|---|
| SciMatic (10%) | 0xc35709AB…277732 | 100,000 | 100,000 |
| Rene Ellen Benneth Villacarlos | 0x130AFA82…dD4669 | 128,574 | 128,574 |
| Joseph Anthony Nietes | 0xcb26cf6d…f57eD7 | 128,571 | 128,571 |
| Reanne Joy Aliligay | 0xEccD7c6d…3ba77f | 128,571 | 128,571 |
| Vivian Caspe | 0x73634934…F1eBfa | 128,571 | 128,571 |
| Via Dianne Fieldad | 0x3F5e1d49…F5C662 | 128,571 | 128,571 |
| Reychel Mae Galindo | 0xa4fdEec4…7Ea3e6 | 128,571 | 128,571 |
| Ruthell Moreno | 0x04da7409…8B81F7 | 128,571 | 128,571 |
Canonical JSON (keys sorted, no spaces, UTF-8). Its SHA-256 is the hash on chain.
{"abstract":"As an essential aspect of education is to achieve academic objectives and enhance academic performance, student motivation is significant. This action research used gamification as a teaching strategy to increase the grade 10 students' academic motivation. The researchers tapped into this form of motivation by tracking the progress of each learner and providing badges for their achievements. The study utilized the researcher-made questionnaire composed of intrinsic and extrinsic motivation, as the instrument for data gathering. Statistical tools are used to analyze the data. The result showed that Grade 10 students had a very large extent of intrinsic and extrinsic motivation after the conduct of gamification. Moreover, the students had a very large extent of overall motivation. Comparing the mean results of the two components of motivation, the students were motivated more intrinsically than extrinsically after the intervention. There is no significant difference in the level of academic motivation of the Grade 10 students before and after the intervention of gamification in social studies class. Overall, these findings strongly support that gamification in education improves student motivation. Thus, gamification as a teaching strategy is highly recommended for use for it could effectively increase students’ academic motivation.","abstract_source":"original","authors":["Rene Ellen Benneth Villacarlos","Joseph Anthony Nietes","Reanne Joy Aliligay","Vivian Caspe","Via Dianne Fieldad","Reychel Mae Galindo","Ruthell Moreno"],"date":"2024-02-16","doi":"10.5281/zenodo.10672206","id":2544,"issue":3,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"f03b1572549dd7ae6635e154956162c531344a291fd52e10a863a13673225211","schema":"scimatic-article/1","title":"Effectiveness of Gamification Strategy in Increasing the Grade 10 Student’s Academic Motivation","volume":17}
1. The record, from the token's own metadata:
printf '%s' "$(curl -s https://scimatic.org/nft/articles/2544.json | jq -r .canonical_record)" | sha256sum
2. The hash stored on chain (contentHash(2544)):
curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
-d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c29000000000000000000000000000000000000000000000000000000000000009f0"},"latest"]}'
The two must be equal (the second with a 0x in front).