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:

Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study
Yu‐Ling Tsai, Chin‐Chung Tsai
Computers & Education (2018) Vol. 125, pp. 345-357
Closed Access | Times Cited: 129

Showing 26-50 of 129 citing articles:

Analysis and Design of the Web Game on Descriptive Statistics through the ADDIE Model, Data Science and Machine Learning
Ricardo-Adán Salas-Rueda, Érika-Patricia Salas-Rueda, Rodrigo-David Salas-Rueda
International Journal of Education in Mathematics Science and Technology (2020) Vol. 8, Iss. 3, pp. 245-245
Open Access | Times Cited: 45

The effects of technology-integrated classroom instruction on K-12 English language learners’ literacy development: a meta-analysis
Sungyoon Lee, Li‐Jen Kuo, Zhihong Xu, et al.
Computer Assisted Language Learning (2020) Vol. 35, Iss. 5-6, pp. 1106-1137
Closed Access | Times Cited: 43

Learners on Focus: Visualizing Analytics Through an Integrated Model for Learning Analytics in Adaptive Gamified E-Learning
Yara Maher, Sherin Moussa, Mohamed Khalifa
IEEE Access (2020) Vol. 8, pp. 197597-197616
Open Access | Times Cited: 39

Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection
Jia‐Hua Zhao, Patcharin Panjaburee, Gwo‐Jen Hwang, et al.
Interactive Learning Environments (2023) Vol. 32, Iss. 9, pp. 5509-5536
Closed Access | Times Cited: 14

Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition
Hsiu‐Ting Hung, Hui‐Chin Yeh
Journal of Computer Assisted Learning (2023) Vol. 39, Iss. 6, pp. 1786-1800
Closed Access | Times Cited: 14

An artificial vocabulary learning assistant
Panagiota Polyzi, Lefteris Moussiades
Education and Information Technologies (2023) Vol. 28, Iss. 12, pp. 16431-16455
Open Access | Times Cited: 13

Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development
Ruofei Zhang, Di Zou, Gary Cheng
System (2023) Vol. 119, pp. 103173-103173
Closed Access | Times Cited: 13

Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
Ke Li, Mark Peterson, Qiao Wang, et al.
Computer Assisted Language Learning (2024), pp. 1-30
Closed Access | Times Cited: 4

Gamifying language education: the impact of digital game-based learning on Chinese EFL learners
Shenghui Zhou
Humanities and Social Sciences Communications (2024) Vol. 11, Iss. 1
Open Access | Times Cited: 4

Effects of Digital Game‐Based Learning on Student's Problem‐Solving Ability: A Three‐Level Meta‐Analysis
Zhihui Cai, Xin Zhang, Caiyan Liu, et al.
Journal of Computer Assisted Learning (2025) Vol. 41, Iss. 2
Closed Access

Computer-Delivered Morphology-Focused Vocabulary Instruction: A Pilot Study
Carla Wood, Michelle Torres-Chavarro, Sana Tibi, et al.
American Journal of Speech-Language Pathology (2025), pp. 1-16
Closed Access

Digital language learning with Duolingo: assessing its impact on listening, speaking, reading, and writing skills
İ̇brahim Yaşar Kazu, Murat Kuvvetli
Journal of Computers in Education (2025)
Closed Access

Vocabulary and DGBLLT
Barry Lee Reynolds
(2025), pp. 1-5
Closed Access

CALL and Vocabulary Learning
Shu-Li Lai, Hsiao-Ling Hsu, Han-Bo Yang
(2025), pp. 1-11
Closed Access

The effect of a digital game-based learning task on the acquisition of the English Article System
Chian-Wen Kao
System (2020) Vol. 95, pp. 102373-102373
Closed Access | Times Cited: 33

Impacts of AIOT Implementation Course on the Learning Outcomes of Senior High School Students
Chih-Cheng Tsai, Yuh-Min Cheng, Yu-Shan Tsai, et al.
Education Sciences (2021) Vol. 11, Iss. 2, pp. 82-82
Open Access | Times Cited: 30

Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts
Shih‐Ting Chu, Gwo‐Jen Hwang, Shu‐Yun Chien, et al.
British Journal of Educational Technology (2022) Vol. 54, Iss. 2, pp. 534-553
Closed Access | Times Cited: 20

Timing of learning supports in educational games can impact students’ outcomes
Seyedahmad Rahimi, Valerie J. Shute, G. Curt Fulwider, et al.
Computers & Education (2022) Vol. 190, pp. 104600-104600
Open Access | Times Cited: 19

Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis
Catherine Akoth Ongoro, Yong‐Yi Fanjiang
IEEE Transactions on Learning Technologies (2023) Vol. 17, pp. 202-228
Closed Access | Times Cited: 11

Teaching language and literacy with games: What? How? Why?
Jonathan deHaan
(2019) Vol. 1, pp. 1-57
Open Access | Times Cited: 32

The effect of educational computer games on students’ academic achievements and attitudes towards English lesson
Serkan Yeşilbağ, Özgen Korkmaz, Recep Çakır
Education and Information Technologies (2020) Vol. 25, Iss. 6, pp. 5339-5356
Closed Access | Times Cited: 28

A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood
Rachel M. Flynn, Erica Kleinknecht, Ashley A. Ricker, et al.
International Journal of Child-Computer Interaction (2021) Vol. 30, pp. 100325-100325
Open Access | Times Cited: 26

Students’ Perception In Learning English Vocabulary Through Quizlet
Dea Nur Aprilani, Maman Suryaman
JET (Journal of English Teaching) (2021) Vol. 7, Iss. 3, pp. 343-353
Open Access | Times Cited: 24

Digital games, literacy and language learning in L1 and L2
Thorkild Hanghøj, Kristine Kabel, Signe Hannibal Jensen
L1 Educational Studies in Language and Literature (2022), pp. 1-44
Open Access | Times Cited: 17

Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation
Ahmad Ridho Rojabi, Slamet Setiawan, Ahmad Munir, et al.
Frontiers in Education (2022) Vol. 7
Open Access | Times Cited: 16

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