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Effect of Gamification on the Attitudes of the Students toward Mathematics and Academic Performance

Jesalyn Lazarte, Sharon Apohen
Psychology and Education: A Multidisciplinary Journal · 2025-03-08 · DOI 10.70838/pemj.330205
Token #4631
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Token#4631 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x5abacfd295ad0b344ceb60c8ceea8dee4722adc1ba3b53d07e96e64a364291eb · block 12103778
Minted2026-10-02 02:50 UTC
Hash on chain0x0f3a95b5373b3ba20cdef84ea67d01c1d9690963db1909b08d5eeec452f621b4
SHA-256 of the record0x0f3a95b5373b3ba20cdef84ea67d01c1d9690963db1909b08d5eeec452f621b4
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Jesalyn Lazarte 0xf1D09336…2AF7eE 450,000 450,000
Sharon Apohen 0xbA63dE76…69eb9B 450,000 450,000

The anchored record

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{"abstract":"This study aimed to investigate the effect of gamification on the attitudes of the students towards Mathematics and academic performance of Grade 9 students. The attitudes of students were assessed using a ATMI- Likert scale before and after the intervention, with both the experimental and control groups exhibiting neutral attitudes towards mathematics. Academic performance was measured through pre-test and post-test scores, revealing a significant improvement in the experimental group, reaching a very satisfactory level, while the control group achieved a satisfactory level. Statistical analysis indicated no significant change in attitudes towards mathematics between the groups post-intervention. However, a substantial increase in academic performance was observed in the experimental group, with a mean score jump from 10.06 to 25.33, significantly higher than the control group's score of 17.82. These findings suggest that while attitudes remained neutral, the gamification intervention had a notable positive impact on the academic performance of students in the experimental group compared to the control group. Overall, the intervention had a more significant impact on academic achievement in comparison to the control group. The incorporation of gamification into mathematics education for students in the ninth grade has a great deal of promise for improving both students' attitudes about the subject as well as their academic achievement. Educators can create engaging learning experiences by utilizing the motivational components of games.","abstract_source":"original","authors":["Jesalyn Lazarte","Sharon Apohen"],"date":"2025-03-08","doi":"10.70838/pemj.330205","id":4631,"issue":2,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"5317a07ceb74e3444b6892f7afb057ad7a0e9b1ade8e237ae1205ce729d85d4f","schema":"scimatic-article/1","title":"Effect of Gamification on the Attitudes of the Students toward Mathematics and Academic Performance","volume":33}

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  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000001217"},"latest"]}'

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