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Enhancing Information and Communications Technology–Computer Systems Servicing (ICT-CSS) Instruction Through Gamification: Towards A Lesson Exemplar for Senior High School Students

Alma May Presbitero, Daisy Obiso
Psychology and Education: A Multidisciplinary Journal · 2026-05-27 · DOI 10.70838/pemj.570209
Token #7972
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Token#7972 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x34a408c9693e8975f6bdf5e40531476a2e86bf2e3661dab41a2b6f679891f591 · block 12111280
Minted2026-10-02 13:15 UTC
Hash on chain0xa9bd0b0c98981442690e4759bf5f7d01c9348ccdce2c52f5da9ef0bf2026751b
SHA-256 of the record0xa9bd0b0c98981442690e4759bf5f7d01c9348ccdce2c52f5da9ef0bf2026751b
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Alma May Presbitero 0x3C6d849A…702883 450,000 450,000
Daisy Obiso 0x727A2147…b4C152 450,000 450,000

The anchored record

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{"abstract":"Gamification is increasingly used in technical–vocational education, yet evidence on its effectiveness in ICT–Computer Systems Servicing (CSS) and its link to technology acceptance remains limited. This study examined the effectiveness of gamified instruction on students’ content knowledge, assessed their acceptance of gamification, and explored the relationship between acceptance and learning outcomes, with the end goal of informing a gamified lesson exemplar. A descriptive-correlational and quasi-experimental design was employed involving 116 Grade 9 ICT–CSS students selected through purposive sampling. Data were gathered using a TAM-based questionnaire and a 50-item achievement test. Statistical analyses included means, standard deviations, paired and independent-samples t-tests, and Pearson correlation, while qualitative data were analyzed thematically. The experimental group showed significantly higher gains (M = 23.95 to 36.03) than the control group (M = 25.33 to 30.97), with a significant posttest difference (t(63) = 3.07, p = .002). Students reported high acceptance of gamification (WM = 3.58–3.95). However, correlations between acceptance and performance were weak (r = –.21 to .04). Gamified instruction appears to enhance engagement and learning outcomes in ICT–CSS. Findings inform the development of a scaffolded and outcome-aligned gamified lesson exemplar, emphasizing that instructional design, not acceptance alone, drives academic performance.","abstract_source":"original","authors":["Alma May Presbitero","Daisy Obiso"],"date":"2026-05-27","doi":"10.70838/pemj.570209","id":7972,"issue":2,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"dfa8d83ed006df32955528717cc22d7f583c92897be817532ce20774832ffd85","schema":"scimatic-article/1","title":"Enhancing Information and Communications Technology–Computer Systems Servicing (ICT-CSS) Instruction Through Gamification: Towards A Lesson Exemplar for Senior High School Students","volume":57}

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

printf '%s' "$(curl -s https://scimatic.org/nft/articles/7972.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(7972)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000001f24"},"latest"]}'

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