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Gamified Elements in Philippine Education: A Systematic Review

Regine Grace Guisadio, Apple Jane Tordos, Mitch Pocdol, Francine Lou Taboada, Yhena Kyla Petin, Lovella Asentista, Lyn Jane Sumampong, Febverly Catacutan, Ermie Gil Catamco, Katrina Delatado, Alona Lerio, Maria Luz Villanueva, Cyril Cabello
Psychology and Education: A Multidisciplinary Journal · 2025-08-04 · DOI 10.70838/pemj.440109
Token #6015
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #6015.
Token#6015 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x4a0eb4b5af64411d7d423d0f89c96ae8400d11fbfc1f4029a00625eaa2db6596 · block 12107159
Minted2026-10-02 07:32 UTC
Hash on chain0x87865952e6999045b7aabb3ae9cb0327072bbea5ca9e4f15dadc58224a4ea783
SHA-256 of the record0x87865952e6999045b7aabb3ae9cb0327072bbea5ca9e4f15dadc58224a4ea783
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Regine Grace Guisadio 0x780486ec…CB4393 69,240 69,240
Apple Jane Tordos 0xED5772DB…fc9F9E 69,230 69,230
Mitch Pocdol 0x58060B87…50D5e8 69,230 69,230
Francine Lou Taboada 0xdF58f012…b8A664 69,230 69,230
Yhena Kyla Petin 0xE15876DD…F5430E 69,230 69,230
Lovella Asentista 0xbA69a385…9F2525 69,230 69,230
Lyn Jane Sumampong 0xaeB4A3E0…2C55d9 69,230 69,230
Febverly Catacutan 0x615D5D96…5ec1cd 69,230 69,230
Ermie Gil Catamco 0x47540881…114C41 69,230 69,230
Katrina Delatado 0x5d6380a9…c5d291 69,230 69,230
Alona Lerio 0x2049Eba8…1Bb092 69,230 69,230
Maria Luz Villanueva 0xb338889B…E12228 69,230 69,230
Cyril Cabello 0x8b3A16F9…F6447B 69,230 69,230

The anchored record

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

{"abstract":"The rapid integration of digital technology in education has spawned the utilization of gamified components as an approach to increasing learner motivation, engagement, and learning performance. Gamified components—points, badges, leaderboards, levels, and quests—are integrated into instructional design for interactive and fun learning experiences. In the Philippines, interest in utilizing these tools has escalated at all levels of education. Yet, existing literature is still fragmented with differing implementation strategies, methodology procedures, and findings indicated in the study. This systematic review determined the Regional Distribution and Contextual Trends of gamified elements in the Philippine education, the Research Methodologies and Designs of the surveyed articles, the Comparative Analysis of Research Methodologies Across the Reviewed Studies, the Respondent Profiles and Sampling Techniques, and the Conclusions and Pedagogical Implications of the studies regarding the utilization of gamified elements inside the classroom. The study utilized a systematic review approach to integrate findings from nine peer-reviewed academic papers investigating the application of gamification in Philippine education. 9 out of 365 manuscripts were selected as part of the systematic review. The review found that there were common benefits including enhanced motivation of students, increased engagement, and increased learning gains—especially where gamified elements were included in terms of curriculum objectives and instructional clarity. In spite of such encouraging results, the review also pointed to challenges like unequal exposure to technology, lack of adequate teacher training, and inconsistent implementation—especially in rural or underprivileged schools. Also, few studies reported longer-term findings or theoretical rationale for studying gamified learning. Based on combined regional data and cross-mapping of effective practices, this study provides evidence-based recommendations to teachers, curriculum developers, and policy-makers who desire to adopt gamified components more equitably, effectively, and context-appropriately.","abstract_source":"original","authors":["Regine Grace Guisadio","Apple Jane Tordos","Mitch Pocdol","Francine Lou Taboada","Yhena Kyla Petin","Lovella Asentista","Lyn Jane Sumampong","Febverly Catacutan","Ermie Gil Catamco","Katrina Delatado","Alona Lerio","Maria Luz Villanueva","Cyril Cabello"],"date":"2025-08-04","doi":"10.70838/pemj.440109","id":6015,"issue":1,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"7506a1efd6c3b22d80666de16d3e4b22f1e12f8168991e1710ddad49e993ece7","schema":"scimatic-article/1","title":"Gamified Elements in Philippine Education: A Systematic Review","volume":44}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/6015.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(6015)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c290000000000000000000000000000000000000000000000000000000000000177f"},"latest"]}'

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