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Effect of Online Games on English Vocabulary Retention among First-Year College Education Students at Granby Colleges of Science and Technology

Alvarez ,Steven Ryan, Noel Manarpiis, Stiffany J. Bayabos, Lexi M. Cuano, Marvin Gulmatico, Niña A. Labagnoy, Faith P. Nad
SCI Journal of Applied Linguistics and Language Teaching · 2026-07-06
Token #8291
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #8291.
Token#8291 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0xf8f520a8c557bda8572f545fbbfcb7d17847160d684a7b68740d412bce88979d · block 12111996
Minted2026-10-02 14:15 UTC
Hash on chain0x790f9726b40e7fe5b4d45198d3342cba1d21c706bac551e8aa844746bcb8751d
SHA-256 of the record0x790f9726b40e7fe5b4d45198d3342cba1d21c706bac551e8aa844746bcb8751d
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Alvarez ,Steven Ryan 0xc8d6fB8F…a752bd 128,574 128,574
Noel Manarpiis 0x6eda4033…f66a67 128,571 128,571
Stiffany J. Bayabos 0x997f3E01…8ab164 128,571 128,571
Lexi M. Cuano 0x891aE7B9…0f7518 128,571 128,571
Marvin Gulmatico 0xD2EE15eB…254F55 128,571 128,571
Niña A. Labagnoy 0x53d42BD0…738a1E 128,571 128,571
Faith P. Nad 0x2e76A515…7B66bB 128,571 128,571

The anchored record

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

{"abstract":"This study aimed to determine the impact of playing online games on the vocabulary retention of the first year college education students in Granby Colleges of Science and Technology. It also aimed to investigate whether the playing habits in online games is a variable in the ability of the first year college education students in remembering, recalling and using English vocabulary words. Online games have become widely used among students thus, the purpose of this research is to discover its impact on language learning. The design utilized in this study was quantitative descriptive-correlative research design. 133 first year college education students served as the respondents who answered a questionnaire. The data were analyzed with the use of frequency, percentage, weighted mean, Pearson correlation, t-test, and ANOVA. Based on the result of the data, most of the student’s vocabulary retention were moderate to high. A lot of the respondents play online games less than one hour and the most widely played online game is Mobile Legends. While results showed a positive relationship of online gaming on vocabulary retention, the data was not statistically significant, however, it shows a significant difference when the respondents were classified based on their gender, program enrolled and frequency of playing online games. The conclusion was that, although the findings shows that online games may somehow enhance the English vocabulary retention specifically on the remembering and recalling of the words but they do not directly improve vocabulary learning but online games are still to be used as secondary methods to improve language learning as long as they are played moderately. Keywords: Online Games, Vocabulary Retention, Playing Habits, Frequency, Percentage, Weighted mean.","abstract_source":"original","authors":["Alvarez ,Steven Ryan","Noel Manarpiis","Stiffany J. Bayabos","Lexi M. Cuano","Marvin Gulmatico","Niña A. Labagnoy","Faith P. Nad"],"date":"2026-07-06","doi":null,"id":8291,"issue":1,"journal":{"issn":null,"name":"SCI Journal of Applied Linguistics and Language Teaching"},"pdf_sha256":"dc6f233365e1188c9a332dccd7c0001ca4d92f4c64f2da02a408d0dcbac5933b","schema":"scimatic-article/1","title":"Effect of Online Games on English Vocabulary Retention among First-Year College Education Students at Granby Colleges of Science and Technology","volume":1}

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  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c2900000000000000000000000000000000000000000000000000000000000002063"},"latest"]}'

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