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Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon

Dwinson Borbe, Rogel Limpiada
Psychology and Education: A Multidisciplinary Journal · 2025-10-23 · DOI 10.70838/pemj.480301
Token #6590
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Token#6590 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xe464f1e54352f5549d2794e81704f4a1aed2dbca624b3bd94e6ca90d8cbfc76b · block 12108458
Minted2026-10-02 09:20 UTC
Hash on chain0x2f52dc8735170e8d2c478052f775442c7778c00428ac20e2587b28bd5cfcdaa6
SHA-256 of the record0x2f52dc8735170e8d2c478052f775442c7778c00428ac20e2587b28bd5cfcdaa6
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Dwinson Borbe 0x2F421A5F…B657D6 450,000 450,000
Rogel Limpiada 0x2406eDd6…f500B8 450,000 450,000

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{"abstract":"This study examined the effect of gamification on improving the Mathematics performance of Grade 7 learners at Bantad National High School, Gumaca, Quezon. Utilizing a quasi-experimental pretest-posttest design, it compared learners' performance before and after the implementation of gamified lessons across six content areas: data collection, statistical graphs, integers, operations with integers, simplification of numerical expressions, and absolute value. Results revealed marked improvement, with the grand mean score increasing from 1.89 (MPS = 28.69%) to 5.51 (MPS = 82.75%), yielding a mean gain score of 3.62 and a mean gain percentage of 54.06%. The Independent Sample T-Test indicated a statistically significant difference between learners' post-test results and their Target Index of Mastery (t = 3.541, p = 0.017), with a mean difference of 7.73 points. These findings confirm that gamification significantly enhances students' engagement, conceptual understanding, and mastery of mathematical skills. The study implies that integrating game-based learning, particularly through digital platforms such as Kahoot, aligns with the MATATAG curriculum's goal of fostering active and enjoyable learning. It is recommended that mathematics educators and curriculum planners adopt gamified strategies to sustain learner motivation, improve academic outcomes, and bridge performance gaps in mathematics education.","abstract_source":"original","authors":["Dwinson Borbe","Rogel Limpiada"],"date":"2025-10-23","doi":"10.70838/pemj.480301","id":6590,"issue":3,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"8dab6541606a5d517732356fc9295759d052ad0330fd1be79f678b80ae2b9971","schema":"scimatic-article/1","title":"Effect of Gamification in Improving the Performance in Mathematics of Grade 7 Learners at Bantad National High School, Gumaca, Quezon","volume":48}

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  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c29000000000000000000000000000000000000000000000000000000000000019be"},"latest"]}'

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