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The Influence of Digital Gaming on the Educational Outcome of Learners: A Basis for Action Plan

Real Joy Keziah Ranoco, Ian Caliba
Psychology and Education: A Multidisciplinary Journal · 2025-02-10 · DOI 10.5281/zenodo.14843318
Token #4493
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #4493.
Token#4493 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xbdeaeb44f9c61677a7ef196c76aa2b51a3f77b62049cb8c43d502e66afed5fb7 · block 12103418
Minted2026-10-02 02:20 UTC
Hash on chain0x193b6002282c7964d8797e73156568943b3b804e531d0a110654ed5570cdc795
SHA-256 of the record0x193b6002282c7964d8797e73156568943b3b804e531d0a110654ed5570cdc795
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Real Joy Keziah Ranoco 0xc486bfd1…084AE0 450,000 450,000
Ian Caliba 0x142daCdB…4B4EEE 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 assessed the influence of digital gaming on the educational outcome of Grade VI learners at Iligan City Central School in the City Central District, Division of Iligan City, during the SY 2024-2025. Using a descriptive-correlational research design, it examined potential relationships between digital gaming habits and educational outcomes. A hundred and ninety-seven learners participated in the survey. Key findings included: (a) majority of respondents were around 11 years old, with most identifying as female; many of the respondents’ families had a monthly income near the lower end of the spectrum for the area; most respondents had internet access and owned a personal device; (b) a large portion of respondents reported spending more time gaming on weekends and holidays, with a general preference for games that encourage critical thinking, real-life scenarios, and problem-solving; communication was generally considered an important element in their gaming experiences, and respondents often felt a sense of achievement through gaming; (c) a majority of respondents achieved ratings corresponding to a \"Very Satisfactory\" level; (d) a significant relationship was found between educational outcome and various aspects of digital gaming; and (e) both the amount of time spent on gaming and social interactions were found to have a meaningful influence on academic outcomes.","abstract_source":"original","authors":["Real Joy Keziah Ranoco","Ian Caliba"],"date":"2025-02-10","doi":"10.5281/zenodo.14843318","id":4493,"issue":9,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"7452c3c264e4c8296b8429445e6a0aaf71c9a527353ba675e75511d1cf0910e8","schema":"scimatic-article/1","title":"The Influence of Digital Gaming on the Educational Outcome of Learners: A Basis for Action Plan","volume":31}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/4493.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(4493)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c290000000000000000000000000000000000000000000000000000000000000118d"},"latest"]}'

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