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:

From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners
Melissa Grabner-Hagen, Tara Kingsley
Computers and Education Open (2023) Vol. 4, pp. 100131-100131
Closed Access | Times Cited: 15

Showing 15 citing articles:

Gamification in the classroom: Kahoot! As a tool for university teaching innovation
Agustín Aibar‐Almazán, Yolanda Castellote‐Caballero, María del Carmen Carcelén‐Fraile, et al.
Frontiers in Psychology (2024) Vol. 15
Open Access | Times Cited: 8

A quasi-experimental study on the advantages of digital gamification using CoSpaces Edu application in science education
Halimeh Khattib, Dorit Alt
Education and Information Technologies (2024) Vol. 29, Iss. 15, pp. 19963-19986
Closed Access | Times Cited: 4

Harnessing Information Technology in Learning: Exploring Emerging Trends and Innovative Approaches
Mangesh Vedpathak, Prashant MITHARI
JOURNAL OF DIGITAL LEARNING AND DISTANCE EDUCATION (2024) Vol. 2, Iss. 10, pp. 753-759
Open Access | Times Cited: 2

Gamifying thermodynamics topic in physics subject using classcraft: A joyful learning approach
Dewi Muliyati, Handjoko Permana, Kamila Aulia Rahma, et al.
AIP conference proceedings (2024) Vol. 3116, pp. 040013-040013
Open Access | Times Cited: 1

Effectiveness of gamified intelligent tutoring in physical education through the lens of self-determination theory
Lu‐Ho Hsia, Yen‐Nan Lin, Chi-Syan Lin, et al.
Computers & Education (2024), pp. 105212-105212
Closed Access | Times Cited: 1

Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective
Umair Rehman, Amir Zaib Abbasi, Ding Hooi Ting, et al.
IEEE Transactions on Engineering Management (2023) Vol. 71, pp. 3613-3628
Closed Access | Times Cited: 3

EquaTeen: um aplicativo para apoio ao ensino de sistemas de equações do primeiro grau
Joseneto Aguiar De Amorim, Maria Guadelupe Dourado Rabello, Francisco Madeiro
Caderno Pedagógico (2024) Vol. 21, Iss. 1, pp. 3338-3358
Open Access

Exploring the Impact of Gamified Learning on Student Motivation in Computer Science Education
Bayan Alabdullah, Mohamed Ali Khenissi, Abrar Almjally
Research Square (Research Square) (2024)
Closed Access

Level 2 – Gamifizierung
Swen Körner, Benjamin Bonn, Mario S. Staller
Springer eBooks (2024), pp. 21-55
Closed Access

Effects of feedback dynamics and mixed gamification on cognitive underachievement in school
Jhon Holguin-Alvarez, Juana María Cruz Montero, Jenny Ruiz-Salazar, et al.
Contemporary Educational Technology (2024) Vol. 17, Iss. 1, pp. ep551-ep551
Closed Access

eLearning Gamification Prototype Development using User Centered Design Approach
Deki Satria
Jurnal Komtika (Komputasi dan Informatika) (2023) Vol. 7, Iss. 1, pp. 22-30
Open Access | Times Cited: 1

The Influence of Self-Regulation on Cognitive Strategy, Self-Efficacy, Intrinsic Value and Test Anxiety
Aimi Suhaily Saaidin, Nor Syarmila Shuib, Salizatul Ilyana Ibrahim, et al.
International Journal of Academic Research in Business and Social Sciences (2023) Vol. 13, Iss. 8
Open Access | Times Cited: 1

Game Technology Approach for Biology Education (Immune System) Delivery at Elementary Level
Jonathan Maverick, Daniel Sulistio, Jonathan Vancent, et al.
(2023), pp. 1-6
Closed Access

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