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SciMatic · SciChain record

Benjamin Legends: A Gamified Learning Experience in MAPEH Classroom

Mark Jason Barzaga, Rose Ann Venadas
Psychology and Education: A Multidisciplinary Journal · 2024-07-18 · DOI 10.5281/zenodo.12759337
Token #3257
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #3257.
Token#3257 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x4a6d5d23f06499d2f76dd66c9151aecc15347ab953c9a0fa0edf6c66619a6409 · block 12100417
Minted2026-10-01 22:10 UTC
Hash on chain0xb4fc65f641b16f5bf7372648d8300c082c8185ba14bdb95108d01ae7a94ac5b6
SHA-256 of the record0xb4fc65f641b16f5bf7372648d8300c082c8185ba14bdb95108d01ae7a94ac5b6
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Mark Jason Barzaga 0xf6B7791c…367727 450,000 450,000
Rose Ann Venadas 0x82779A54…eB71c1 450,000 450,000

The anchored record

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

{"abstract":"This study explored the gamified experiences of Grade 8 students in MAPEH classroom using game elements of the mobile game, Mobile Legend, Bang! Bang! (MLBB) This study used qualitative research design, and cluster sampling was utilized. 40 students were invited to participate in a semi-structured interview to describe their experiences in the gamified classroom. The interview results were gathered, analyzed, and coded into main themes such as: gamified elements, positive experiences in gamified classroom, negative experiences in gamified classroom and suggestions for improvement. This study proved that the use of gamification in the classroom provided fun and interesting experiences as compared to traditional classroom. The participants mainly have positive experiences in the gamified classroom. They described gamification as motivating, fun, engaging, and interesting. Additionally, the study showed that gamification was effective in increasing motivation and engagement level of the students in the classroom. The study recommended teachers to adopt the game elements of MLBB in other subject areas and grade levels.","abstract_source":"original","authors":["Mark Jason Barzaga","Rose Ann Venadas"],"date":"2024-07-18","doi":"10.5281/zenodo.12759337","id":3257,"issue":3,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"475a92be36fde6029ebb4977cffb6f6462c2a36dc22d38b8ab893b8a9e8298cc","schema":"scimatic-article/1","title":"Benjamin Legends: A Gamified Learning Experience in MAPEH Classroom","volume":22}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/3257.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(3257)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000000cb9"},"latest"]}'

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