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 learning strategies in student's motivation in high school and higher education: A systematic review
Elias Ratinho, Cátia Martins
Heliyon (2023) Vol. 9, Iss. 8, pp. e19033-e19033
Open Access | Times Cited: 52

Showing 1-25 of 52 citing articles:

Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List–Controlled Trial
Nino Fijačko, Ruth Masterson Creber, Špela Metličar, et al.
JMIR Serious Games (2024) Vol. 12, pp. e56037-e56037
Open Access | Times Cited: 8

Effect of integrating gamified teaching activities on learning emotions of design students with different learning styles
Yi-Ting Huang, Tzu‐Hsuan Wang
Interactive Learning Environments (2025), pp. 1-21
Closed Access | Times Cited: 1

Evaluation of a dementia awareness game for health professions students in Northern Ireland: a pre-/post-test study
Stephanie Craig, Heather E. Barry, Gillian Carter, et al.
BMC Medical Education (2024) Vol. 24, Iss. 1
Open Access | Times Cited: 5

Lessons for the COVID Era and Beyond: The Impact of Inactive Lifestyle and Mental Health Events on Burnout Syndrome in University Professors Working from Home During the Pandemic
Angélica Castilho Alonso, Anna María Pessoa de Carvalho, Juliana Onofre de Lira, et al.
Heliyon (2025) Vol. 11, Iss. 3, pp. e42256-e42256
Open Access

Is Gamification Effective for Women Who Wish to Learn Computer Programming?
Claudio Cubillos, Rafael Mellado, Cecilia Nóbile
Human Behavior and Emerging Technologies (2025) Vol. 2025, Iss. 1
Open Access

Serious Games on Human Behavior
Ikram Bououd, Nacim Yanes, Tim White, et al.
Journal of Global Information Management (2025) Vol. 33, Iss. 1, pp. 1-21
Open Access

A Learner-Cantered Educational Landscape
Yakkala B. V. L. Pratyusha, Bindi Varghese
IGI Global eBooks (2025), pp. 159-180
Closed Access

How do you feel? Unmasking ambiguity tolerance, learning adaptability, self-management, and learning outcomes in gamification vs. ludicization in foreign language learning
Ehsan Namaziandost, Fidel Çakmak, Parisa Ashkani
Computers in Human Behavior Reports (2025) Vol. 18, pp. 100651-100651
Closed Access

Does a student's attendance and a classroom task significantly enhance learning outcomes? Implications of policy in gamely and management education
Vivek Soni, D.K. Banwet
The International Journal of Management Education (2025) Vol. 23, Iss. 2, pp. 101163-101163
Closed Access

Model Pembelajaran Guided Inquiry di Era Merdeka Belajar: Efektivitas Projek Sains IPA Siswa di Sekolah Dasar
Hamna, Muh. Khaerul Ummah BK
Madako Elementary School (2023) Vol. 2, Iss. 2, pp. 121-136
Open Access | Times Cited: 10

Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students' knowledge, motivation, and self-efficacy: A randomized controlled trial
Sahar Younes Othman, Eman Ghallab, Sameh Eltaybani, et al.
Nurse Education Today (2024) Vol. 142, pp. 106329-106329
Closed Access | Times Cited: 3

ĐỘNG LỰC BÊN TRONG CỦA HỌC SINH SỬ DỤNG CÁC HOẠT ĐỘNG DỰA TRÊN TRÒ CHƠI
Nestor Jr. Lasala
Dalat University Journal of Science (2024), pp. 50-70
Open Access | Times Cited: 2

Effectiveness of gamification in nursing degree education
Sebastián Sanz-Martos, Cristina Álvarez-García, Carmen Álvarez Nieto, et al.
PeerJ (2024) Vol. 12, pp. e17167-e17167
Open Access | Times Cited: 2

Psychology as a foundation for motivation strategies in the modulation of behavior through gamification
Bruna Karnopp, Sabrina de Oliveira Pereira, Gabrieli Serafim, et al.
Seven Editora eBooks (2024)
Open Access | Times Cited: 1

Gamification in technology and design areas: A teaching innovation project in a fully online environment
Padilla-Zea Natalia, V Eremeeva Elena, Baena-Galle Roberto
Entertainment Computing (2024) Vol. 51, pp. 100728-100728
Closed Access | Times Cited: 1

Exploring the impact of gamified elements on college students' learning in virtual learning communities
Yongzhong Yang, Aixian Yu, Jinjing Li, et al.
Kybernetes (2024)
Closed Access | Times Cited: 1

Engaging students through activity-based bingo games in immunology course: Determining students’ perception and measuring its influence on academic performance
Mohan B Sannathimmappa, Vinod Nambiar, Rajeev Aravindakshan
Journal of Education and Health Promotion (2024) Vol. 13, Iss. 1
Open Access | Times Cited: 1

The role of rewards in motivation—Beyond dichotomies
Lisa Bardach, Kou Murayama
Learning and Instruction (2024) Vol. 96, pp. 102056-102056
Open Access | Times Cited: 1

Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective
Umair Rehman, Amir Zaib Abbasi, Ding Hooi Ting, et al.
IEEE Transactions on Engineering Management (2023) Vol. 71, pp. 3613-3628
Closed Access | Times Cited: 3

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