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Game-Based-Reinforced Learning Packet and the Students' Competency in Trigonometry 9

Lorena Dapol
Psychology and Education: A Multidisciplinary Journal · 2025-12-15 · DOI 10.70838/pemj.500508
Token #6888
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Token#6888 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x90a3277af4b0ec5471cf24c0a5303d67308872752dccf6fd705ed19b39c6f8e7 · block 12109058
Minted2026-10-02 10:10 UTC
Hash on chain0x05cd7c8f928303789ab13c3beb85802c057457b70455f89e3c4b6929a3ec0501
SHA-256 of the record0x05cd7c8f928303789ab13c3beb85802c057457b70455f89e3c4b6929a3ec0501
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Lorena Dapol 0x34a23B38…fb51d0 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 examined the effectiveness of a Game-Based Reinforced Learning Packet (GBRLP) in improving students' mathematical competency in Trigonometry 9. The intervention was developed to address persistent challenges in teaching abstract trigonometric concepts, such as angles of elevation and depression, as well as the laws of sines and cosines. Using a pre-experimental one-group pre-test–post-test design, the study involved 30 Grade 9 students from a public high school in Sariaya, Quezon. Instruments included a validated 40-item test and a perception survey on facilitation and content. Results showed a substantial improvement in student performance. The mean pre-test score was 8.67 (SD = 2.71), with 70% of students falling in the \"Needs Improvement\" category. After exposure to the GBRLP, the post-test mean rose to 29.90 (SD = 3.73), with 47% achieving \"Excellent\" and 53% \"Proficient.\" The paired t-test revealed a statistically significant difference (t = -22.88, p < .001), confirming the effectiveness of the GBRLP. Students' perceptions also reflected high satisfaction, with facilitation rated at M = 4.95 and content at M = 4.80. The findings highlight that game-based learning fosters active engagement, collaboration, and retention, transforming mathematics learning into an interactive experience. The GBRLP effectively reduced math anxiety and improved problem-solving abilities, making abstract concepts more accessible. In conclusion, the study confirms that incorporating game-based instructional tools enhances both student achievement and motivation. It is recommended that similar strategies be adopted across other mathematics domains and grade levels to validate their scalability and further assess their impact.","abstract_source":"original","authors":["Lorena Dapol"],"date":"2025-12-15","doi":"10.70838/pemj.500508","id":6888,"issue":5,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"2078425b0ceb6b36cca1500e5e79fc21652224f88f8375cf62d8c751ef31a232","schema":"scimatic-article/1","title":"Game-Based-Reinforced Learning Packet and the Students' Competency in Trigonometry 9","volume":50}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/6888.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(6888)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000001ae8"},"latest"]}'

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