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:

Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation
Leonardo Madariaga, Carolina Allendes, Miguél Nussbaum, et al.
Computers & Education (2022) Vol. 193, pp. 104664-104664
Closed Access | Times Cited: 27

Showing 1-25 of 27 citing articles:

Gamification and Computational Thinking in Education: A systematic literature review
Serafeim A. Triantafyllou, Theodosios Sapounidis, Yousef Farhaoui
Salud Ciencia y Tecnología - Serie de Conferencias (2024) Vol. 3, pp. 659-659
Open Access | Times Cited: 43

Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material
Fivia Eliza
International Journal of Information and Education Technology (2025) Vol. 15, Iss. 1, pp. 49-58
Open Access | Times Cited: 2

Exploring the impact of robot interaction on learning engagement: a comparative study of two multi-modal robots
Ka Yan Fung, Kwong Chiu Fung, Tze Leung Rick Lui, et al.
Smart Learning Environments (2025) Vol. 12, Iss. 1
Open Access | Times Cited: 1

Direct and indirect instruction in educational robotics: a comparative study of task performance per cognitive level and student perception
Branko Anđić, Mirjana Maričić, Filiz Mumcu, et al.
Smart Learning Environments (2024) Vol. 11, Iss. 1
Open Access | Times Cited: 6

Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning
Mohd Kamal Othman, Sim Kah Ching
Education and Information Technologies (2024)
Closed Access | Times Cited: 6

Gamification: Enhancing Constructivist Skills through Line-Following Robots
Ridho Dedy Arief Budiman, Herman Dwi Surjono, Wagiran Wagiran, et al.
International Journal of Online and Biomedical Engineering (iJOE) (2025) Vol. 21, Iss. 01, pp. 132-150
Open Access

The effectiveness of ChatGPT in assisting high school students in programming learning: evidence from a quasi-experimental research
Tzu‐Chi Yang, Yung‐Chin Hsu, Jiun‐Yu Wu
Interactive Learning Environments (2025), pp. 1-18
Open Access

Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
Pakinee Ariya, Natchaya Wongwan, Kannikar Intawong, et al.
Social Sciences & Humanities Open (2025) Vol. 11, pp. 101387-101387
Open Access

“Critical thinking, Communication, Collaboration, Creativity in kindergarten with Educational Robotics”: A scoping review (2012–2023)
Sophia Rapti, Theodosios Sapounidis
Computers & Education (2023) Vol. 210, pp. 104968-104968
Closed Access | Times Cited: 12

Stability Analysis and Navigational Techniques of Wheeled Mobile Robot: A Review
Kailash Kumar Borkar, Turki Aljrees, Saroj Kumar Pandey, et al.
Processes (2023) Vol. 11, Iss. 12, pp. 3302-3302
Open Access | Times Cited: 10

Enhancing problem-based learning with computational thinking concepts for nursing students in virtual simulation context: Bridging knowledge and practice
Pei‐Hsuan Lin, Po-Sen Huang, Ying Geng, et al.
Education and Information Technologies (2024) Vol. 29, Iss. 15, pp. 20409-20429
Closed Access | Times Cited: 3

The Influence of Absorption and Need for Cognition on Students’ Learning Outcomes in Educational Robot-Supported Projects
Νικόλαος Πέλλας, Katerina Tzafilkou
Education Sciences (2023) Vol. 13, Iss. 4, pp. 379-379
Open Access | Times Cited: 8

Integrating educational robot and low-cost self-made toys to enhance STEM learning performance for primary school students
Chih‐Chien Hu, Yu‐Fen Yang, Yawen Cheng, et al.
Behaviour and Information Technology (2023) Vol. 43, Iss. 8, pp. 1614-1635
Closed Access | Times Cited: 7

GAMIFIED EDUCATIONAL ROBOTS LEAD AN INCREASE IN MOTIVATION AND CREATIVITY IN STEM EDUCATION
Tan-I Chen, Shih-Kai Lin, Hung-Chang Chung
Journal of Baltic Science Education (2023) Vol. 22, Iss. 3, pp. 427-438
Open Access | Times Cited: 6

Using Epistemic Network Analysis to Explore Primary School Students’ Computational Thinking in Pair Programming Learning
Yu-Sheng Su, S Y Wang, Xiaohong Liu
Journal of Educational Computing Research (2023) Vol. 62, Iss. 2, pp. 559-593
Closed Access | Times Cited: 4

Enhancing elementary school students' computational thinking and programming learning with graphic organizers
Tzu‐Chi Yang, Zhi-Shen Lin
Computers & Education (2023) Vol. 209, pp. 104962-104962
Closed Access | Times Cited: 3

Unplugged Versus Plugged Gamification – A Comparative Study in Higher Education on Engagement, Motivation and Teachers’ Perception
Phuoc Hoang Ho, Yeray Barrios-Fleitas, Carina Soledad González González
Lecture notes in educational technology (2024), pp. 93-102
Closed Access

Using Unplugged Gamification in the Classroom in a Scenario with Limited Technological Access
Cleofé Genoveva Alvites Huamaní, Marcos Chacón-Castro, Luis Paredes, et al.
Lecture notes in educational technology (2024), pp. 113-122
Closed Access

Avatars of Academia
Andi Asrifan, Anita Candra Dewi, Vivit Rosmayanti, et al.
Advances in higher education and professional development book series (2024), pp. 285-312
Closed Access

Personality, Strategies and Game Moves Linked to Prosocial Behaviors: A Statistical Discourse Analysis
Ju-Ling Shih, Ming Ming Chiu, Chang-Hsin Lin
Computers & Education (2024) Vol. 217, pp. 105072-105072
Closed Access

The Application of an Unplugged and Low-Cost Children’s Coding Education Tool in a Gamification Context
Lei Wang, Miao Huang, Julina Binti Ismail Kamal
Pertanika journal of social science & humanities (2024) Vol. 32, Iss. 2, pp. 387-407
Closed Access

Enhancing middle school students’ computational thinking competency through game-based learning
Yanjun Pan, Elizabeth L. Adams, Leanne R. Ketterlin–Geller, et al.
Educational Technology Research and Development (2024)
Open Access

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

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