OpenAlex Citation Counts

OpenAlex Citations Logo

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:

Computer games development and appreciative learning approach in enhancing students’ creative perception
Yee Leng Eow, Wan Zah bte Wan Ali, Rosnaini Mahmud, et al.
Computers & Education (2009) Vol. 54, Iss. 1, pp. 146-161
Open Access | Times Cited: 62

Showing 1-25 of 62 citing articles:

Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts?
Jill Denner, Linda Werner, Eloy Ortiz
Computers & Education (2011) Vol. 58, Iss. 1, pp. 240-249
Closed Access | Times Cited: 330

The effect of game-based learning on academic achievement motivation of elementary school students
Tahereh Partovi, Majid Reza Razavi
Learning and Motivation (2019) Vol. 68, pp. 101592-101592
Closed Access | Times Cited: 169

Improving student creativity through digital technology products: A literature review
Chaoying Tang, Shibo Mao, Stefanie E. Naumann, et al.
Thinking Skills and Creativity (2022) Vol. 44, pp. 101032-101032
Closed Access | Times Cited: 72

Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement
Yating Yang, C. M. Chang
Computers & Education (2013) Vol. 68, pp. 334-344
Closed Access | Times Cited: 169

Development of children's creativity and manual skills within digital game‐based learning environment
H‐S. Hsiao, C‐S. Chang, Chun‐Yi Lin, et al.
Journal of Computer Assisted Learning (2014) Vol. 30, Iss. 4, pp. 377-395
Closed Access | Times Cited: 125

To learn scientifically, effectively, and enjoyably: A review of educational games
Jialing Zeng, Sophie E. Parks, Junjie Shang
Human Behavior and Emerging Technologies (2020) Vol. 2, Iss. 2, pp. 186-195
Open Access | Times Cited: 115

Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences
Di Zou, Ruofei Zhang, Haoran Xie, et al.
Australasian Journal of Educational Technology (2021) Vol. 37, Iss. 2, pp. 152-170
Open Access | Times Cited: 61

A review study about creativity in adolescence: Where is the social context?
Petrie J. A. C. van der Zanden, Paulien C. Meijer, Ronald A. Beghetto
Thinking Skills and Creativity (2020) Vol. 38, pp. 100702-100702
Open Access | Times Cited: 68

Cybersecurity Awareness Framework for Academia
Mohammed Khader, Marcel Karam, Hanna Fares
Information (2021) Vol. 12, Iss. 10, pp. 417-417
Open Access | Times Cited: 49

Videogames as Therapy
Mark D. Griffiths, Daria J. Kuss, Angelica B. Ortiz de Gortari
International Journal of Privacy and Health Information Management (2017) Vol. 5, Iss. 2, pp. 71-96
Open Access | Times Cited: 60

Assessment of Creativity in K‐12 Education: A Scoping Review
Benjamin Bolden, Christopher DeLuca, Tiina Kukkonen, et al.
Review of Education (2019) Vol. 8, Iss. 2, pp. 343-376
Closed Access | Times Cited: 35

Application of Information Technology in Preschool Aesthetic Teaching from the Perspective of Sustainable Management
Ruei-Jen Diana Fan, Paul Juinn Bing Tan
Sustainability (2019) Vol. 11, Iss. 7, pp. 2179-2179
Open Access | Times Cited: 33

Enhancing Students’ Self-Efficacy in Creativity and Learning Performance in the Context of English Learning: The Use of Self-Assessment Mind Maps
Zi Yan, John Chi‐Kin Lee, Sammy King Fai Hui, et al.
Frontiers in Psychology (2022) Vol. 13
Open Access | Times Cited: 18

Design and Evaluation of History Digital Game Based Learning (DGBL) Software
Nor Azan Mat Zin, Wong Seng Yue
Journal of Next Generation Information Technology (2013) Vol. 4, Iss. 4, pp. 9-24
Closed Access | Times Cited: 33

Videogames as Therapy
Mark D. Griffiths, Daria J. Kuss, Angelica B. Ortiz de Gortari
IGI Global eBooks (2013), pp. 43-68
Closed Access | Times Cited: 31

The influence of collaborative learning games within different devices on student’s learning performance and behaviours
Hsien-Sheng Hsiao, Cheng‐Sian Chang, Chien-Yu Lin, et al.
Australasian Journal of Educational Technology (2014) Vol. 30, Iss. 6
Open Access | Times Cited: 30

Computer games development experience and appreciative learning approach for creative process enhancement
Eow Yee Leng, Wan Zah bte Wan Ali, Rosnaini Mahmud, et al.
Computers & Education (2010) Vol. 55, Iss. 3, pp. 1131-1144
Closed Access | Times Cited: 36

Text Messaging and Teenagers: A Review of the Literature
Suzanne Porath
Journal of the Research Center for Educational Technology (2011) Vol. 7, Iss. 2, pp. 86-99
Closed Access | Times Cited: 25

Gifted students’ learning experiences in systematic game development process in after-school activities
Kevser Hava, Tolga Güyer, Hasan Çakır
Educational Technology Research and Development (2020) Vol. 68, Iss. 3, pp. 1439-1459
Closed Access | Times Cited: 20

Nurturing student creativity through assessment for learning in music classrooms
Benjamin Bolden, Christopher DeLuca
Research Studies in Music Education (2022) Vol. 44, Iss. 1, pp. 273-289
Open Access | Times Cited: 11

A Meta-Analysis Study on the Effectiveness of Creativity Approaches in Technology and Engineering Education
Ruhizan Mohammad Yasin, Nor Shairah Yunus
Asian Social Science (2014) Vol. 10, Iss. 3
Open Access | Times Cited: 21

“If I create a game I'll learn”: online game creation as a tool to promote learning skills of students with learning difficulties
Hagit Meishar‐Tal, Avital Kesler
Interactive Learning Environments (2021) Vol. 31, Iss. 5, pp. 3071-3082
Closed Access | Times Cited: 14

Gaming geography: Educational games and literacy development in the Grade 4 classroom
Heather Lotherington, Natalia Sinitskaya Ronda
Canadian Journal of Learning and Technology (2010) Vol. 35, Iss. 3
Open Access | Times Cited: 20

Appreciative Learning Approach: A New Pedagogical Option
Yee Leng Eow, Wan Ali WAN ZAH, Roselan Baki
International Conference on Computers in Education (2010)
Closed Access | Times Cited: 19

How game-based learning supports the creativity of university students? The context of China
Xiaomei Li, Ruiyi Li
Innovations in Education and Teaching International (2024), pp. 1-15
Closed Access | Times Cited: 1

Page 1 - Next Page

Scroll to top