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:

A Case Study of Deep Gamification in Higher Engineering Education
Heinrich Söbke
Lecture notes in computer science (2019), pp. 375-386
Closed Access | Times Cited: 13

Showing 13 citing articles:

Gamification in Education: Why, Where, When, and How?—A Systematic Review
Nilüfer ZEYBEK, Elif Saygı
Games and Culture (2023) Vol. 19, Iss. 2, pp. 237-264
Closed Access | Times Cited: 55

Player profiles for game‐based applications in engineering education
Diego Vergara, Álvaro Antón‐Sancho, Pablo Fernández‐Arias
Computer Applications in Engineering Education (2022) Vol. 31, Iss. 1, pp. 154-175
Open Access | Times Cited: 19

Games and Learning Alliance
Manuel Gentile, Mario Allegra, Heinrich Söbke
Lecture notes in computer science (2019)
Closed Access | Times Cited: 16

Design Principles for Educational Mixed Reality?
Vanesa Yepes-Serna, Mario Wolf, Heinrich Söbke, et al.
Advances in educational technologies and instructional design book series (2020), pp. 76-99
Closed Access | Times Cited: 7

Using Multiplayer Online Games for Teaching Soft Skills in Higher Education
Max Pagel, Heinrich Söbke, Thomas R. Broker
Lecture notes in computer science (2021), pp. 276-290
Closed Access | Times Cited: 7

KlimaKarl – A Chatbot to Promote Employees’ Climate-Friendly Behavior in an Office Setting
Kirsten Hillebrand, Florian Johannsen
Lecture notes in computer science (2021), pp. 3-15
Closed Access | Times Cited: 6

Understanding Enjoyment in ARTé: Mecenas with EGameFlow
Wenting Weng, Hadeel Ramadan, Thomas André
2021 IEEE Conference on Games (CoG) (2020)
Closed Access | Times Cited: 5

Forming the Depth-Annex-Motion-Placement (DAMP) Conceptual Model for Gamified Learning
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, et al.
Advances in educational technologies and instructional design book series (2024), pp. 117-140
Closed Access

The Effect of Gamified Depth on Malaysian Higher Education Students’ Intrinsic Motivation Level and Achievement Level
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, et al.
Research Square (Research Square) (2023)
Open Access | Times Cited: 1

Gamification for Spatial Digital Learning Environments in Higher Education: A Rapid Literature Review
Sanghamitra Das, Margarita Osipova, Sri Vaishnavi Nakshatram, et al.
Lecture notes in computer science (2022), pp. 298-303
Closed Access | Times Cited: 2

Digitalisierung in der Lehre: Die Sicht der Lehrenden
Heinrich Söbke, Maria Reichelt
Springer eBooks (2021), pp. 315-324
Closed Access | Times Cited: 1

From Psychology Laboratory to Student Development: Untangling Momentary Engagement from Longer-Term Engagement in Bioscience Education
Harry J. Witchel, Rudi Klein, Puspha Sinnayah, et al.
Springer eBooks (2022), pp. 85-131
Closed Access

The Current Situation and Enlightenment of “Simulation Game” Application in Architecture and Planning Education in Europe and America
Ting Li, Ting Xue, Jiaqi Yang, et al.
Proceedings of the 2022 International Conference on Science Education and Art Appreciation (SEAA 2022) (2022), pp. 1499-1506
Open Access

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