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:

Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation
Dorit Alt
Computers & Education (2023) Vol. 200, pp. 104806-104806
Closed Access | Times Cited: 36

Showing 1-25 of 36 citing articles:

Competency-based learning and formative assessment feedback as precursors of college students’ soft skills acquisition
Dorit Alt, Lior Naamati-Schneider, Daniel J. N. Weishut
Studies in Higher Education (2023) Vol. 48, Iss. 12, pp. 1901-1917
Open Access | Times Cited: 29

Can serious gaming tactics bolster spear-phishing and phishing resilience? : Securing the human hacking in Information Security
Affan Yasin, Rubia Fatima, Jiangbin Zheng, et al.
Information and Software Technology (2024) Vol. 170, pp. 107426-107426
Open Access | Times Cited: 7

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

Serious Game-Based Learning and Learning by Making Games: Types of Game-Based Pedagogies and Student Gaming Hours Impact Students' Science Learning Outcomes
Ai-Chu Elisha Ding, Cheng-Han Yu
Computers & Education (2024) Vol. 218, pp. 105075-105075
Closed Access | Times Cited: 5

Effects of a self-regulated-based gamified interactive e-books on primary students' learning performance and affection in a flipped mathematics classroom
Chuang Chen, Nurullizam Jamiat, Siti Nazleen Abdul Rabu, et al.
Education and Information Technologies (2024)
Closed Access | Times Cited: 4

Use of Digital Technology in Integrated Mathematics Education
Andrada-Livia Cîrneanu, Cristian-Emil Moldoveanu
Applied System Innovation (2024) Vol. 7, Iss. 4, pp. 66-66
Open Access | Times Cited: 4

Towards a new generation of digital games designed with the basics of psychological theories to improve primary school pupils’ psychological and technical skills in learning arithmetic
Karima Boussaha, Samia Drissi, Abdelhafid Rahab, et al.
Entertainment Computing (2025) Vol. 53, pp. 100927-100927
Closed Access

Integrating Gamification Into Remote Learning
Raino Bhatia, Jagneet Kour, Dixita Attri
IGI Global eBooks (2025), pp. 245-262
Closed Access

The impact of gamification on students' motivation to learn in primary and secondary schools
Svitlana Dubiaha, Larysa Pushkar, Solomiya Illyash, et al.
Cadernos de Educação Tecnologia e Sociedade (2025) Vol. 18, Iss. se2, pp. 306-323
Open Access

Exploring the Effectiveness of Flipped Classroom on STEM Student Achievement: A Meta-analysis
Jin G. Gong, Sanfa Cai, Ming Cheng
Technology Knowledge and Learning (2023) Vol. 29, Iss. 2, pp. 1129-1150
Closed Access | Times Cited: 11

Cracking the code: using educational gaming for high-level thinking in physiology education
Joel Roberts, Lise A. Johnson, Jonathan P. Dyhr
AJP Advances in Physiology Education (2024) Vol. 48, Iss. 2, pp. 260-269
Open Access | Times Cited: 3

Exploring the impact of the adaptive gamified assessment on learners in blended learning
Zhihui Zhang, Xiaomeng Huang
Education and Information Technologies (2024) Vol. 29, Iss. 16, pp. 21869-21889
Open Access | Times Cited: 3

Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
Mohammed Mohammed, Amal Fatemah, Lobna Hassan
Simulation & Gaming (2024) Vol. 55, Iss. 4, pp. 600-636
Open Access | Times Cited: 2

Effects of the instructional message used to introduce game-based learning, prior knowledge, prior gaming experience and flow on learning
Coralie Portier-Charneau, Mylène Sanchiz
Information and Learning Sciences (2024) Vol. 125, Iss. 11/12, pp. 943-965
Closed Access | Times Cited: 2

Navigating The Digital Frontier: Innovative Pedagogies for Effective Technology Integration in Education
Lazaro Inon Kumbo, Rodrick Frank Mero, Bernad Joseph Hayuma
The Journal of Informatics (2023) Vol. 3, Iss. 1, pp. 14-33
Open Access | Times Cited: 5

The Influence of Gamification on High School Students’ Motivation in Geometry Lessons
Karina Fuentes Riffo, Pedro Salcedo, Cristian Sanhueza-Campos, et al.
Sustainability (2023) Vol. 15, Iss. 21, pp. 15615-15615
Open Access | Times Cited: 4

Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services
Pei‐Hsuan Tsai
Journal of Retailing and Consumer Services (2023) Vol. 77, pp. 103698-103698
Closed Access | Times Cited: 4

Precursors of online teaching practices: innovative behavior and personal accountability of faculty in higher education
Dorit Alt
Journal of Computing in Higher Education (2023) Vol. 37, Iss. 1, pp. 128-147
Closed Access | Times Cited: 3

Escaping the Environmental Crises: Online Escape Rooms for Evaluating Student Data Analysis Skills
Angelica R. Cash, Julia R. Penick, Celia Todd, et al.
Journal of Chemical Education (2023) Vol. 100, Iss. 11, pp. 4530-4535
Open Access | Times Cited: 3

The Role of Game Practices in the Model University of the Future
Olga D. Shipunova, Elena Pozdeeva, Anna Tanova, et al.
Lecture notes in networks and systems (2023), pp. 344-355
Closed Access | Times Cited: 2

Rising in the ranks!: learning math or playing games?
Marc T. Sager, Maximilian K. Sherard, Saki Milton, et al.
Frontiers in Education (2023) Vol. 8
Open Access | Times Cited: 2

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

تصميم بيئة تعلم قائمة على الألعاب الرقمية وأثرها في تعزيز مهارات القراءة لدى طلاب المرحلة الابتدائية
ماجد إبراهيم احمد العسيري, د. فهد بن سليم سالم الحافظي
Journal of Arts Literature Humanities and Social Sciences (2024) Vol. 103
Open Access

Page 1 - Next Page

Scroll to top