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Digital Game-Based Learning and the Mathematics Achievement Scores of Grade 7 Students of General Santos City National Secondary School of Arts and Trades

Dexter John Yumang
Psychology and Education: A Multidisciplinary Journal · 2024-04-23 · DOI 10.5281/zenodo.11048058
Token #2833
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Token#2833 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xaa7d8e12338408e88286bc7405ba46b4d9672360691c828e6598ddecf035a0cc · block 12099457
Minted2026-10-01 20:50 UTC
Hash on chain0xee87120f7a2bb8844090a128127c8beba6ad622642c55b17fefe99c1d1d75bb5
SHA-256 of the record0xee87120f7a2bb8844090a128127c8beba6ad622642c55b17fefe99c1d1d75bb5
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Dexter John Yumang 0x06Ec66bf…b1762b 900,000 900,000

The anchored record

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

{"abstract":"The purpose of this quantitative experimental research was to examine the effects of digital game-based learning (DGBL) on students’ Mathematics achievement scores. This study started with a problem about the 2003 report on TIMMS, that the Philippines ranked 23rd in Mathematics and Science which implies a low performance of Grade 8 students in Mathematics. The “low mastery” of performance creates an idea from the researcher to conduct experimental research about one of the drivers to motivate the students and somehow results to high achievement score. Thus, the research was conducted to identify the effects of the new teaching strategy of using digital game-based learning on student’s achievement score, compare results of achievement scores between traditional teaching and DGBL and make suggestions for improving student’s performance in teaching and learning Mathematics in this time of Pandemic were the education paradigm transformed to digital distance learning. The study was participated by Grade 7 students of General Santos City National Secondary School of Arts and Trades. The design of this research divided the respondents into 2 groups wherein the first group was called control group. The control group undergone a supplementary instruction called traditional teaching. The other group was called the experimental group wherein they undergone a supplementary instruction called Digital Game-Based Learning or DGBL. A pre-test was given before the participants were exposed to traditional teaching and DGBL and a post-test after they were exposed to the 2 treatments. The importance of this study is to provide educators with knowledge about the effects to DGBL into student’s Mathematics achievement scores. There was a statistical significant difference between Mathematics achievement scores of the students exposed to than that of achievement scores of the students who are exposed to the traditional teaching.","abstract_source":"original","authors":["Dexter John Yumang"],"date":"2024-04-23","doi":"10.5281/zenodo.11048058","id":2833,"issue":3,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"19093af6c290c749ae5d6a3fc6b905d1489b1e5f1a3c12c9b422e51d0c4aad36","schema":"scimatic-article/1","title":"Digital Game-Based Learning and the Mathematics Achievement Scores of Grade 7 Students of General Santos City National Secondary School of Arts and Trades","volume":19}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/2833.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(2833)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000000b11"},"latest"]}'

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