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Gamification on English Vocabulary Acquisition: A Quasi-Experimental Study

Jefrael Paragas, Zinky Celestial, Locelyn Cristy Lanzaderas, Marvin Manlangit, Rowina Pestañas, Danilanice Fabriga, Charisse Quimpano, Al-Jr Lubguban, Mae Tulabing
Psychology and Education: A Multidisciplinary Journal · 2026-01-28 · DOI 10.70838/pemj.510902
Token #7095
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #7095.
Token#7095 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xa280fe292379ffb58ad7e9ead67ed8674fab830cb3b26e2355264f8c6c782003 · block 12109478
Minted2026-10-02 10:45 UTC
Hash on chain0x1406f285a779ac594408e238d494e562e5771d61e572884dd00a088d45bc1fb6
SHA-256 of the record0x1406f285a779ac594408e238d494e562e5771d61e572884dd00a088d45bc1fb6
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Jefrael Paragas 0x69DC802b…734Ec4 100,000 100,000
Zinky Celestial 0x87405d7d…ec802d 100,000 100,000
Locelyn Cristy Lanzaderas 0xFCeB888d…216324 100,000 100,000
Marvin Manlangit 0x2B17f44B…54a0F3 100,000 100,000
Rowina Pestañas 0xEBf27f6C…E70AB2 100,000 100,000
Danilanice Fabriga 0xFEF469a4…01501a 100,000 100,000
Charisse Quimpano 0xed544d26…4CcD80 100,000 100,000
Al-Jr Lubguban 0x88562F2D…3D43FB 100,000 100,000
Mae Tulabing 0x350BA265…D1bB22 100,000 100,000

The anchored record

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

{"abstract":"English vocabulary acquisition is a critical foundation of second language learning, yet many urban public schools in the Philippines face challenges such as overcrowded classrooms, low student engagement, and limited instructional resources. This study examined the effect of gamification on English vocabulary acquisition among Grade 9 students in an urban public high school in Pagadian City. Using a quasi-experimental pretest–posttest control group design, 70 students were divided into an experimental group (n = 35) and a control group (n = 35). The experimental group received gamified vocabulary instruction using digital platforms such as Kahoot! and Quizizz, while the control group was taught using traditional methods. The intervention lasted for ten weeks. A 60-item Vocabulary Acquisition Test measuring receptive and productive skills (α = .90) was administered as a pre-test and a post-test. Results showed that both groups had comparable vocabulary levels before the intervention. After the treatment, the experimental group demonstrated a significant increase in overall vocabulary performance with a large effect size, while the control group showed only minimal improvement. Post-test comparisons revealed that students exposed to gamified instruction significantly outperformed those in the traditional group. Furthermore, gamification had strong positive effects on both receptive and productive vocabulary skills. The findings indicate that integrating game elements such as points, competition, and immediate feedback can greatly enhance student motivation, engagement, and vocabulary retention. Gamification, therefore, serves as an effective and practical strategy for improving English vocabulary learning in urban ESL classrooms. The study recommends the integration of gamified activities into regular English instruction and supports teacher training and policy initiatives that promote innovative, technology-based learning approaches.","abstract_source":"original","authors":["Jefrael Paragas","Zinky Celestial","Locelyn Cristy Lanzaderas","Marvin Manlangit","Rowina Pestañas","Danilanice Fabriga","Charisse Quimpano","Al-Jr Lubguban","Mae Tulabing"],"date":"2026-01-28","doi":"10.70838/pemj.510902","id":7095,"issue":9,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"130c4b5c0aaaebab1f674028e8bf28f22d001cc7440e60c14e97924957878a35","schema":"scimatic-article/1","title":"Gamification on English Vocabulary Acquisition: A Quasi-Experimental Study","volume":51}

Check it yourself

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/7095.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(7095)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000001bb7"},"latest"]}'

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