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 1-25 of 129 citing articles:

Digital game-based vocabulary learning: where are we and where are we going?
Di Zou, Yan Huang, Haoran Xie
Computer Assisted Language Learning (2019) Vol. 34, Iss. 5-6, pp. 751-777
Closed Access | Times Cited: 232

Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors
Qifan Yang, Shao‐Chen Chang, Gwo‐Jen Hwang, et al.
Computers & Education (2020) Vol. 148, pp. 103808-103808
Closed Access | Times Cited: 154

Foreign language acquisition via artificial intelligence and extended reality: design and evaluation
Rahul R. Divekar, Jaimie Drozdal, Samuel Chabot, et al.
Computer Assisted Language Learning (2021) Vol. 35, Iss. 9, pp. 2332-2360
Closed Access | Times Cited: 108

An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens
Taren Sanders, Michael Noetel, Philip D. Parker, et al.
Nature Human Behaviour (2023) Vol. 8, Iss. 1, pp. 82-99
Closed Access | Times Cited: 46

Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review
Yang Gui, Zhihui Cai, Yajiao Yang, et al.
International Journal of STEM Education (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 41

Digital game-based language learning for vocabulary development
Mahjabin Chowdhury, L. Quentin Dixon, Li‐Jen Kuo, et al.
Computers and Education Open (2024) Vol. 6, pp. 100160-100160
Open Access | Times Cited: 16

Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023)
Zhaoyang Xiong, Junjie Gavin Wu, Kean Wah Lee
International Journal of Computer-Assisted Language Learning and Teaching (2025) Vol. 14, Iss. 1, pp. 1-21
Open Access | Times Cited: 1

A scoping review of digital game-based technology on English language learning
Zhihong Xu, Zhuo Chen, Lauren Eutsler, et al.
Educational Technology Research and Development (2019) Vol. 68, Iss. 3, pp. 877-904
Closed Access | Times Cited: 121

A meta-analysis of teaching and learning computer programming: Effective instructional approaches and conditions
Ronny Scherer, Fazilat Siddiq, Bárbara Sánchez Viveros
Computers in Human Behavior (2020) Vol. 109, pp. 106349-106349
Open Access | Times Cited: 109

Modelling Chinese EFL learners’ flow experiences in digital game-based vocabulary learning: the roles of learner and contextual factors
Rui Li, Zhaokun Meng, Mi Tian, et al.
Computer Assisted Language Learning (2019) Vol. 34, Iss. 4, pp. 483-505
Closed Access | Times Cited: 105

Digital Language Learning (DLL): Insights from Behavior, Cognition, and the Brain
Ping Li, Yu‐Ju Lan
Bilingualism Language and Cognition (2021) Vol. 25, Iss. 3, pp. 361-378
Open Access | Times Cited: 86

A comparative study on the effects of a VR and PC visual novel game on vocabulary learning
Kuo-Wei Kyle Lai, Howard Hao-Jan Chen
Computer Assisted Language Learning (2021) Vol. 36, Iss. 3, pp. 312-345
Closed Access | Times Cited: 66

Effects of Scaffolding in Digital Game-Based Learning on Student’s Achievement: a Three-Level Meta-analysis
Zhihui Cai, Peipei Mao, Dandan Wang, et al.
Educational Psychology Review (2022) Vol. 34, Iss. 2, pp. 537-574
Closed Access | Times Cited: 64

Technology-Assisted Vocabulary Learning for EFL Learners: A Meta-Analysis
Tao Hao, Zhe Wang, Yuliya Ardasheva
Journal of Research on Educational Effectiveness (2021) Vol. 14, Iss. 3, pp. 645-667
Closed Access | Times Cited: 62

The impact of mobile application features on children’s language and literacy learning: a systematic review
Sophie A. Booton, Alex Hodgkiss, Victoria A. Murphy
Computer Assisted Language Learning (2021) Vol. 36, Iss. 3, pp. 400-429
Open Access | Times Cited: 55

Game‐based learning has good chemistry with chemistry education: A three‐level meta‐analysis
Yuanyuan Hu, Timothy Gallagher, Pieter Wouters, et al.
Journal of Research in Science Teaching (2022) Vol. 59, Iss. 9, pp. 1499-1543
Open Access | Times Cited: 41

The effect of metaverse on L2 vocabulary learning, retention, student engagement, presence, and community feeling
Ferdi Çelik, Meltem Huri Baturay
BMC Psychology (2024) Vol. 12, Iss. 1
Open Access | Times Cited: 11

Facilitating decision-making performances in nursing treatments: a contextual digital game-based flipped learning approach
Gwo‐Jen Hwang, Ching‐Yi Chang
Interactive Learning Environments (2020) Vol. 31, Iss. 1, pp. 156-171
Closed Access | Times Cited: 67

Can an online educational game contribute to developing information literate citizens?
Soeun Yang, Jae Wook Lee, Hyoung-Jee Kim, et al.
Computers & Education (2020) Vol. 161, pp. 104057-104057
Closed Access | Times Cited: 54

Simultaneously Improving Computational Thinking and Foreign Language Learning: Interdisciplinary Media With Plugged and Unplugged Approaches
Ting‐Chia Hsu, Yi-Sian Liang
Journal of Educational Computing Research (2021) Vol. 59, Iss. 6, pp. 1184-1207
Closed Access | Times Cited: 51

Exploring contributors, collaborations, and research topics in educational technology: A joint analysis of mainstream conferences
Xieling Chen, Di Zou, Haoran Xie, et al.
Education and Information Technologies (2022) Vol. 28, Iss. 2, pp. 1323-1358
Closed Access | Times Cited: 31

Gamification in education: A citation network analysis using CitNetExplorer
Ritesh Chugh, Darren Turnbull
Contemporary Educational Technology (2023) Vol. 15, Iss. 2, pp. ep405-ep405
Open Access | Times Cited: 20

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