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Engagement in Mobile Games, Answering Modules, Time Management and Academic Performance of Junior and Senior Students in a State College

Reishan Teruel, Iresh Mae Bierneza, Vic Queenie Descalso, Meriel Millan, Jelyn Muyco
Psychology and Education: A Multidisciplinary Journal · 2025-04-19 · DOI 10.70838/pemj.350803
Token #4913
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Token#4913 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x944a8cd1e930610b8e32fc73ffcbc92e47b37d9a692be554d832f3b56754bbae · block 12104499
Minted2026-10-02 03:50 UTC
Hash on chain0x094a5a2eddb429840d893657d539a71d03a01125ff0b2f09758ec31a2c76247e
SHA-256 of the record0x094a5a2eddb429840d893657d539a71d03a01125ff0b2f09758ec31a2c76247e
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Reishan Teruel 0x6B841a98…fC08F7 180,000 180,000
Iresh Mae Bierneza 0x4a2c857D…976874 180,000 180,000
Vic Queenie Descalso 0x1b3D2d99…6e53f7 180,000 180,000
Meriel Millan 0x2e7CD01e…BCbC85 180,000 180,000
Jelyn Muyco 0x7293aa07…856572 180,000 180,000

The anchored record

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

{"abstract":"This descriptive-correlational research was aimed to determine the engagement in mobile Games, answering modules, time management and academic performance of junior and senior college students. This study advanced the hypothesis that the number of hours of playing mobile games and level of time management is not a predictor of academic performance of the junior and senior college students. The respondents of the study were the 30 junior and senior college students of NIPSC-LC selected through random sampling method. An adapted questionnaire on Time Management based on Wayne State University (2007), was used in gathering data on the level of respondents’ time management, time spent in playing mobile games, time spent in answering modules, and academic performance. For the descriptive analysis, mean, frequency and standard deviation were used. multiple logistic regression was used for inferential analysis. Results showed that academic performance of junior and senior college students had a mean of 1.6900 which meant “very good”, most of the respondents played less than 2 hours with a 60%, most of the respondents answered their modules 5 hours and above with 26.7%, academic performance of respondents when grouped according to number of hours spent in mobile games had a mean of 1.63 in less than 2 hours. When grouped according to time management, their level of time management was “excellent” with a mean of 1.60 of academic performance, level of time management in terms of playing mobile games and answering module where both “fairly well”, time management, and number of hours of playing mobile was not a predictor of academic performance of junior and senior college students.","abstract_source":"original","authors":["Reishan Teruel","Iresh Mae Bierneza","Vic Queenie Descalso","Meriel Millan","Jelyn Muyco"],"date":"2025-04-19","doi":"10.70838/pemj.350803","id":4913,"issue":8,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"23019b24a16815d1a1e873a7fbb84c6c3878ff16bceebcab9d7f557be4b75e29","schema":"scimatic-article/1","title":"Engagement in Mobile Games, Answering Modules, Time Management and Academic Performance of Junior and Senior Students in a State College","volume":35}

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printf '%s' "$(curl -s https://scimatic.org/nft/articles/4913.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(4913)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000001331"},"latest"]}'

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