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Game-Based Learning for the Enhancement of Basic Hospitality and Tourism Skills

John Louise Jueco, Edna Briones
Psychology and Education: A Multidisciplinary Journal · 2025-08-13 · DOI 10.70838/pemj.440910
Token #6128
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Token#6128 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xc236206b3b4ba94edbd3179b7faeb63aa4328b12c52761c9324578ba0d2538b2 · block 12107379
Minted2026-10-02 07:50 UTC
Hash on chain0xb4fed7e11e9e66294585bf991eb3774ce5c2f68f4c14bd580ab66196fde12f35
SHA-256 of the record0xb4fed7e11e9e66294585bf991eb3774ce5c2f68f4c14bd580ab66196fde12f35
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
John Louise Jueco 0x81bDfa78…D9aa79 450,000 450,000
Edna Briones 0x3614a543…0c4E01 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 research examines the efficacy of Game-Based Learning (GBL) in improving student engagement in Hospitality and Tourism Skills among Grade 7 learners at Kapayapaan Integrated School. Using a quasi-experimental design, in which pre-tests and post-tests were administered, the study aimed to measure learning outcomes before and after the implementation of a GBL exemplar in the Week 1 lesson. Ninety students, recruited via stratified random sampling, were included in the study. Research instruments (i.e., validated survey questionnaires and examinations based on the Table of Specifications) were used to collect data in both quantitative and qualitative terms regarding students’ experience and perception of GBL elements: engagement, interest, competitiveness, interactivity, and entertainment. Statistical treatment involved the use of descriptive statistics to summarize data and paired t-tests at the 0.05 level of significance to determine whether significant differences existed between the pre-test and post-test scores. The findings indicated a marked improvement in student performance and engagement levels after the GBL intervention, suggesting that interactive and competitive learning strategies can enhance motivation and academic outcomes. This study is expected to inform the integration of GBL techniques into the TLE (Technology and Livelihood Education) curriculum by providing empirical evidence of its benefits. Such integration may lead to more dynamic, student-centered instruction that supports academic achievement and nurtures life skills, including collaboration, critical thinking, and problem-solving. Ultimately, this research contributes to ongoing efforts to modernize educational practices in junior high school settings.","abstract_source":"original","authors":["John Louise Jueco","Edna Briones"],"date":"2025-08-13","doi":"10.70838/pemj.440910","id":6128,"issue":9,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"ca2275bf9a3e12f47453534e79794cc7d11b544459e26007810513eedf1aa429","schema":"scimatic-article/1","title":"Game-Based Learning for the Enhancement of Basic Hospitality and Tourism Skills","volume":44}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/6128.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(6128)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c29000000000000000000000000000000000000000000000000000000000000017f0"},"latest"]}'

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