OpenAlex Citation Counts

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OpenAlex is a bibliographic catalogue of scientific papers, authors and institutions accessible in open access mode, named after the Library of Alexandria. It's citation coverage is excellent and I hope you will find utility in this listing of citing articles!

If you click the article title, you'll navigate to the article, as listed in CrossRef. If you click the Open Access links, you'll navigate to the "best Open Access location". Clicking the citation count will open this listing for that article. Lastly at the bottom of the page, you'll find basic pagination options.

Requested Article:

Improving programming skills in engineering education through problem-based game projects with Scratch
Damla Topallı, Nergiz Ercil Çağıltay
Computers & Education (2018) Vol. 120, pp. 64-74
Closed Access | Times Cited: 196

Showing 26-50 of 196 citing articles:

Evaluating a course for teaching introductory programming with Scratch to pre-service kindergarten teachers
Michail Kalogiannakis, Stamatios Papadakis
International Journal of Technology Enhanced Learning (2019) Vol. 11, Iss. 3, pp. 231-231
Closed Access | Times Cited: 35

Review on the teaching of programming and computational thinking in the world
Héctor Belmar
Frontiers in Computer Science (2022) Vol. 4
Open Access | Times Cited: 19

Modeling Different Variables in Learning Basic Concepts of Programming in Flipped Classrooms
Hatice Yıldız Durak
Journal of Educational Computing Research (2019) Vol. 58, Iss. 1, pp. 160-199
Closed Access | Times Cited: 34

Making more of games: Cultivating perspective-taking through game design
Gideon Dishon, Yasmin B. Kafai
Computers & Education (2020) Vol. 148, pp. 103810-103810
Closed Access | Times Cited: 31

Students’ Continuance Intention Toward Programming Games: Hedonic and Utilitarian Aspects
Yong‐Ming Huang
International Journal of Human-Computer Interaction (2019) Vol. 36, Iss. 4, pp. 393-402
Closed Access | Times Cited: 30

Two Decades of PBL in Teaching Computing: A Systematic Mapping Study
Simone C. dos Santos, Priscila B.S. Reis, Jacinto Reis, et al.
IEEE Transactions on Education (2020) Vol. 64, Iss. 3, pp. 233-244
Closed Access | Times Cited: 27

Effectiveness of game development-based learning for acquiring programming skills in lower secondary education in Croatia
Martina Holenko Dlab, Nataša Hoić-Božić
Education and Information Technologies (2021) Vol. 26, Iss. 4, pp. 4433-4456
Open Access | Times Cited: 23

Investigating the impact of adopting Python and C languages for introductory engineering programming courses
Dennis Giovani Balreira, Thiago L. T. da Silveira, Juliano Araújo Wickboldt
Computer Applications in Engineering Education (2022) Vol. 31, Iss. 1, pp. 47-62
Open Access | Times Cited: 18

Factors influencing younger adolescents’ intention to use game-based programming learning: A multigroup analysis
Yue Hu, Chien‐Yuan Su, Anna Fu
Education and Information Technologies (2022) Vol. 27, Iss. 6, pp. 8203-8233
Closed Access | Times Cited: 16

Student engagement research trends of past 10 years: A machine learning-based analysis of 42,000 research articles
Fatih Gürcan, Fatih Erdoğdu, Nergiz Ercil Çağıltay, et al.
Education and Information Technologies (2023) Vol. 28, Iss. 11, pp. 15067-15091
Closed Access | Times Cited: 10

A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns
Hsien‐Sheng Hsiao, Jyun‐Chen Chen, Jheng-Han Chen, et al.
Educational Technology Research and Development (2023) Vol. 71, Iss. 4, pp. 1821-1849
Closed Access | Times Cited: 9

Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 2020
Xiaoli Zheng, Yun-Fang Tu, Gwo‐Jen Hwang, et al.
Educational Technology Research and Development (2024)
Closed Access | Times Cited: 3

Engaging Students in Computer Science Education through Game Development with Unity
Oswald Comber, Renate Motschnig, Hubert Mayer, et al.
2022 IEEE Global Engineering Education Conference (EDUCON) (2019), pp. 199-205
Closed Access | Times Cited: 26

Adoption of ICT-Based Teaching in Engineering: An Extended Technology Acceptance Model Perspective
Chetna Gupta, Varun Gupta, Agnieszka Stachowiak
IEEE Access (2021) Vol. 9, pp. 58652-58666
Open Access | Times Cited: 20

Enhancing problem‐solving skills of novice programmers in an introductory programming course
Sohail Iqbal Malik, Roy Mathew, Abir AlSideiri, et al.
Computer Applications in Engineering Education (2021)
Closed Access | Times Cited: 20

Online Learning Using Block-based Programming to Foster Computational Thinking Abilities during the COVID-19 Pandemic
Virawan Amnouychokanant, Surapon Boonlue, Saranya Chuathong, et al.
International Journal of Emerging Technologies in Learning (iJET) (2021) Vol. 16, Iss. 13, pp. 227-227
Open Access | Times Cited: 18

Developing an interactive PBL environment via persuasive gamify elements: a scoping review
Azril Shahreez Abdul Ghani, Ahmad Fuad Abdul Rahim, Muhamad Saiful Bahri Yusoff, et al.
Research and Practice in Technology Enhanced Learning (2022) Vol. 17, Iss. 1
Open Access | Times Cited: 12

Development of Gamification-Based E-Learning on Web Design Topic
Fajar Pradana, Punaji Setyosarı, Saida Ulfa, et al.
International Journal of Interactive Mobile Technologies (iJIM) (2023) Vol. 17, Iss. 03, pp. 21-38
Open Access | Times Cited: 7

Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms
Wei‐Tsong Wang, Mega Kartika Sari
Journal of Educational Computing Research (2023) Vol. 61, Iss. 8, pp. 32-59
Closed Access | Times Cited: 7

Engineering Education Using Serious Games: The Current State, Trends and Future Using a Bibliometric Study
Zineb Sabri, Ahmed Remaida, Abdellaoui Benyoussef, et al.
Lecture notes in electrical engineering (2024), pp. 113-127
Closed Access | Times Cited: 2

Computational thinking with game design: An action research study with middle school students
Lorien Cafarella, Lucas Vasconcelos
Education and Information Technologies (2024)
Open Access | Times Cited: 2

A Scalable Architecture for the Dynamic Deployment of Multimodal Learning Analytics Applications in Smart Classrooms
Alberto Huertas Celdrán, José A. Ruipérez‐Valiente, Félix J. García Clemente, et al.
Sensors (2020) Vol. 20, Iss. 10, pp. 2923-2923
Open Access | Times Cited: 18

Developing College students’ computational thinking multidimensional test based on Life Story situations
Chunhua Kang, Na Liu, Yinrui Zhu, et al.
Education and Information Technologies (2022) Vol. 28, Iss. 3, pp. 2661-2679
Open Access | Times Cited: 11

Active Learning Methodologies for Teaching Programming in Undergraduate Courses: A Systematic Mapping Study
Maria Ivanilse Calderón Ribeiro, Williamson Silva, Eduardo Feitosa
Informatics in Education (2023)
Open Access | Times Cited: 6

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