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Game-Based Learning Towards Students’ Performance in Technology and Livelihood Education

Julie Ann Escueta
Psychology and Education: A Multidisciplinary Journal · 2024-08-02 · DOI 10.5281/zenodo.13166885
Token #3327
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Token#3327 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xedd20b56c557ecda9bdf6a47adb645d50461716a54c036ac3798ffa4b5e68363 · block 12100598
Minted2026-10-01 22:25 UTC
Hash on chain0x06a9035a319abe2ca423bd4f10ebe98c945658e9f1082725f87e75545d1c0dd3
SHA-256 of the record0x06a9035a319abe2ca423bd4f10ebe98c945658e9f1082725f87e75545d1c0dd3
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Julie Ann Escueta 0x7f99e4B2…895847 900,000 900,000

The anchored record

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

{"abstract":"This study aimed to investigate the impact of game-based learning on the learning outcomes and performance of Grade 8 Technology and Livelihood Education (TLE) students at Cabibihan National High School. The pre-experimental method was employed with a sample of thirty-two (32) students from Cabibihan National High School, Tagkawayan District I, Division of Quezon. Data were collected using a survey and an adapted questionnaire instrument. In this study, the researcher gathered data of the respondents in terms of their profile, perception on game-based learning materials and pre-test and post-test scores in beauty care (nail care services). The findings revealed that students strongly agreed with the functionality, accessibility, and technicality of the game-based learning approach. The students perceived their learning outcomes as observed after using game-based learning in terms of the use of nail care tools and equipment, maintaining tools and equipment, practicing occupational health and safety procedures, and practicing basic nail design. The study found a significant relationship between game-based learning and all the learning outcomes measured by the design instrument. However, there was no significant relationship between the game-based learning application and the student's second-quarter performance.","abstract_source":"original","authors":["Julie Ann Escueta"],"date":"2024-08-02","doi":"10.5281/zenodo.13166885","id":3327,"issue":9,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"47e8a9e7d212a01080e0cd37cf2f1740d4ebb68ccd37c6864ada7fde1a37c0b5","schema":"scimatic-article/1","title":"Game-Based Learning Towards Students’ Performance in Technology and Livelihood Education","volume":22}

Check it yourself

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printf '%s' "$(curl -s https://scimatic.org/nft/articles/3327.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(3327)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000000cff"},"latest"]}'

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