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Effectiveness of Gamification Strategy in Increasing the Grade 10 Student’s Academic Motivation

Rene Ellen Benneth Villacarlos, Joseph Anthony Nietes, Reanne Joy Aliligay, Vivian Caspe, Via Dianne Fieldad, Reychel Mae Galindo, Ruthell Moreno
Psychology and Education: A Multidisciplinary Journal · 2024-02-16 · DOI 10.5281/zenodo.10672206
Token #2544
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #2544.
Token#2544 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x9e21eba443205eeb2be835da3d9a7e5a85ad9a17902c3709fb9d822f36f8a3f8 · block 12098737
Minted2026-10-01 19:50 UTC
Hash on chain0xf3d35634cde2090c17ee6ef676a7feb7b3ec34d15ef443c584ba131b241105dd
SHA-256 of the record0xf3d35634cde2090c17ee6ef676a7feb7b3ec34d15ef443c584ba131b241105dd
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds 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

The anchored record

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}

Check it yourself

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"]}'

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