← Back to the article

SciMatic · SciChain record

Improving Reading Motivation Through Gamification In High School English 7 Classes

Rhea Kris Torreon
Psychology and Education: A Multidisciplinary Journal · 2025-05-15 · DOI 10.70838/pemj.370803
Token #5204
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #5204.
Token#5204 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x7d93aba45d711739bb37a2729f5a75704f4a50af728b3b378d0f701996a81943 · block 12105158
Minted2026-10-02 04:45 UTC
Hash on chain0xe4152fbb3112ea5ad34a2f6cbc7716e3da317ce98c63d85ef0371b3c9349caee
SHA-256 of the record0xe4152fbb3112ea5ad34a2f6cbc7716e3da317ce98c63d85ef0371b3c9349caee
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Rhea Kris Torreon 0x80A686e9…7E2EE9 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 investigates the effectiveness of gamification in enhancing reading motivation and comprehension among Grade 7 students in high school English classes, within the framework of the MATATAG Curriculum. Utilizing a one-group pretest-posttest design, the research analyzed the impact of integrating gamified strategies, particularly using Quizizz, on students' reading performance. The study assessed scores across three competencies: defining biographical and historical approaches, noting historical and biographical data, and relating an author’s background to literary elements. Results revealed significant improvements in all areas, with mean scores increasing from 6.36 to 8.76 (Competency 1), 5.21 to 8.29 (Competency 2), and 4.33 to 7.00 (Competency 3), all with p-values < 0.001. Student feedback, collected through a structured survey, highlighted positive perceptions of gamified learning. Participants noted that gamification reduced boredom, fostered a competitive yet fun environment, and made reading activities more engaging. These findings underscore the potential of gamification to align with curriculum objectives, enhance literacy skills, and support innovative teaching practices in the Philippine educational context. The study recommends the systematic integration of gamified tools like Quizizz into reading instruction to boost student engagement and academic outcomes.","abstract_source":"original","authors":["Rhea Kris Torreon"],"date":"2025-05-15","doi":"10.70838/pemj.370803","id":5204,"issue":8,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"42ab7a1afed0476bf2eb2a6460277f9ebce922cc0eb9c60a3a3b7daea22153f6","schema":"scimatic-article/1","title":"Improving Reading Motivation Through Gamification In High School English 7 Classes","volume":37}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/5204.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(5204)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000001454"},"latest"]}'

The two must be equal (the second with a 0x in front).