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:

The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
Zamzami Zainuddin, Muhammad Shujahat, Hussein Haruna, et al.
Computers & Education (2019) Vol. 145, pp. 103729-103729
Closed Access | Times Cited: 337

Showing 1-25 of 337 citing articles:

Gamification Applications in E-learning: A Literature Review
Awaz Naaman Saleem, Narmin Mohammed NOORI, Fezile Özdamlı
Technology Knowledge and Learning (2021) Vol. 27, Iss. 1, pp. 139-159
Closed Access | Times Cited: 325

The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction
Zhonggen Yu, Gao Ming-le, Lifei Wang
Journal of Educational Computing Research (2020) Vol. 59, Iss. 3, pp. 522-546
Closed Access | Times Cited: 233

Tailored gamification in education: A literature review and future agenda
Wilk Oliveira, Juho Hamari, Lei Shi, et al.
Education and Information Technologies (2022) Vol. 28, Iss. 1, pp. 373-406
Open Access | Times Cited: 186

Gamification of in‐class activities in flipped classroom lectures
Michael Sailer, Maximilian Sailer
British Journal of Educational Technology (2020) Vol. 52, Iss. 1, pp. 75-90
Open Access | Times Cited: 168

Artificial Intelligence for Assessment and Feedback to Enhance Student Success in Higher Education
Monika Hooda, Chhavi Rana, Omdev Dahiya, et al.
Mathematical Problems in Engineering (2022) Vol. 2022, pp. 1-19
Open Access | Times Cited: 165

Leveraging AI in E-Learning: Personalized Learning and Adaptive Assessment through Cognitive Neuropsychology—A Systematic Analysis
Constantinos Halkiopoulos, Evgenia Gkintoni
Electronics (2024) Vol. 13, Iss. 18, pp. 3762-3762
Open Access | Times Cited: 41

AI‐driven adaptive learning for sustainable educational transformation
Wadim Striełkowski, Вероника Гребенникова, Alexander Lisovskiy, et al.
Sustainable Development (2024)
Open Access | Times Cited: 27

Gamification in engineering education – An empirical assessment on learning and game performance
Jenny Díaz-Ramírez
Heliyon (2020) Vol. 6, Iss. 9, pp. e04972-e04972
Open Access | Times Cited: 88

A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration
Qi Zhang, Zhonggen Yu
Education and Information Technologies (2021) Vol. 26, Iss. 4, pp. 4507-4535
Closed Access | Times Cited: 80

The Level of Self-Regulated Learning and Self-Awareness in Science Learning in the Covid-19 Pandemic Era
Setyo Eko Atmojo, Taufik Muhtarom, Beny Dwi Lukitoaji
Jurnal Pendidikan IPA Indonesia (2020) Vol. 9, Iss. 4, pp. 512-520
Open Access | Times Cited: 77

Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 19
Miguel Martín-Sómer, Judite Moreira, Cintia Casado
Education for Chemical Engineers (2021) Vol. 36, pp. 154-159
Open Access | Times Cited: 68

From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement
Shurui Bai, Khe Foon Hew, Michael Sailer, et al.
Computers & Education (2021) Vol. 173, pp. 104297-104297
Open Access | Times Cited: 63

How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research
Waleed Salim Alhalafawy, Marwa Zaki
International Journal of Emerging Technologies in Learning (iJET) (2022) Vol. 17, Iss. 06, pp. 123-151
Open Access | Times Cited: 52

Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning
Xiuhan Li, Qi Xia, Samuel Kai Wah Chu, et al.
Sustainability (2022) Vol. 14, Iss. 12, pp. 7008-7008
Open Access | Times Cited: 50

Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction
Shen Qiao, Susanna Siu‐sze Yeung, Zamzami Zainuddin, et al.
British Journal of Educational Technology (2022) Vol. 54, Iss. 1, pp. 394-413
Closed Access | Times Cited: 48

Formative Assessment as an Online Instruction Intervention
Zexuan Chen, Jianli Jiao, Kexin Hu
International Journal of Distance Education Technologies (2020) Vol. 19, Iss. 1, pp. 50-65
Open Access | Times Cited: 58

Utilizing Multimodal Data Through fsQCA to Explain Engagement in Adaptive Learning
Zacharoula Papamitsiou, Ilias O. Pappas, Kshitij Sharma, et al.
IEEE Transactions on Learning Technologies (2020) Vol. 13, Iss. 4, pp. 689-703
Open Access | Times Cited: 57

Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits
Pakinee Ariya, Kitti Puritat
Education and Information Technologies (2021) Vol. 26, Iss. 4, pp. 4049-4067
Open Access | Times Cited: 55

Rethinking Learning Design in IT Education During a Pandemic
Ilias O. Pappas, Michail N. Giannakos
Frontiers in Education (2021) Vol. 6
Open Access | Times Cited: 45

Is technology always helpful?: A critical review of the impact on learning outcomes of education technology in supporting formative assessment in schools
Beng Huat See, Stephen Gorard, Binwei Lu, et al.
Research Papers in Education (2021) Vol. 37, Iss. 6, pp. 1064-1096
Open Access | Times Cited: 42

The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education
Benjamin Panmei, Budi Waluyo
Education Sciences (2022) Vol. 13, Iss. 1, pp. 24-24
Open Access | Times Cited: 36

Incorporating fantasy into gamification promotes student learning and quality of online interaction
Shurui Bai, Khe Foon Hew, Donn Emmanuel Gonda, et al.
International Journal of Educational Technology in Higher Education (2022) Vol. 19, Iss. 1
Open Access | Times Cited: 35

The impact of an online gamified approach embedded with self‐regulated learning support on students' reading performance and intrinsic motivation: A randomized controlled trial
Shen Qiao, Samuel Kai Wah Chu, Xiaoai Shen, et al.
Journal of Computer Assisted Learning (2022) Vol. 38, Iss. 5, pp. 1379-1393
Closed Access | Times Cited: 28

Application of artificial intelligence in adaptation of gamification in education: A literature review
Srimathi Suresh Babu, D. Anitha
Computer Applications in Engineering Education (2023) Vol. 32, Iss. 1
Closed Access | Times Cited: 20

Fostering students' AI literacy development through educational games: AI knowledge, affective and cognitive engagement
Davy Tsz Kit Ng, Chen Xinyu, Jac Ka Lok Leung, et al.
Journal of Computer Assisted Learning (2024) Vol. 40, Iss. 5, pp. 2049-2064
Closed Access | Times Cited: 6

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