| Token | #3327 of SciMatic Articles (ERC-1155), fixed supply 1,000,000 |
|---|---|
| Contract | 0x0E596B4bb924937aA35D9b342A90347ed6F05eF8 |
| Mint transaction | 0xedd20b56c557ecda9bdf6a47adb645d50461716a54c036ac3798ffa4b5e68363 · block 12100598 |
| Minted | 2026-10-01 22:25 UTC |
| Hash on chain | 0x06a9035a319abe2ca423bd4f10ebe98c945658e9f1082725f87e75545d1c0dd3 |
| SHA-256 of the record | 0x06a9035a319abe2ca423bd4f10ebe98c945658e9f1082725f87e75545d1c0dd3 |
| Article today | Matches the anchored record. |
| Holder | Wallet | Minted | Holds now |
|---|---|---|---|
| SciMatic (10%) | 0xc35709AB…277732 | 100,000 | 100,000 |
| Julie Ann Escueta | 0x7f99e4B2…895847 | 900,000 | 900,000 |
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}
1. The record, from the token's own metadata:
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"]}'
The two must be equal (the second with a 0x in front).