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:

Effects of gamifying questions on English grammar learning mediated by epistemic curiosity and language anxiety
Jon‐Chao Hong, Ming-Yueh Hwang, Yi-Hsuan Liu, et al.
Computer Assisted Language Learning (2020) Vol. 35, Iss. 7, pp. 1458-1482
Closed Access | Times Cited: 44

Showing 1-25 of 44 citing articles:

Gamification in EFL/ESL instruction: A systematic review of empirical research
Songcun Zhang, Zuwati Hasim
Frontiers in Psychology (2023) Vol. 13
Open Access | Times Cited: 39

The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review
Zhanni Luo
Behavioral Sciences (2023) Vol. 13, Iss. 4, pp. 331-331
Open Access | Times Cited: 29

Research trends of game‐based language learning in K‐12 education: A systematic review of SSCI articles during 2009–2022
Lu Yang, Rui Li, Yu Zhou
Journal of Computer Assisted Learning (2024) Vol. 40, Iss. 3, pp. 1218-1230
Closed Access | Times Cited: 8

Affordances and challenges of technology-assisted language learning for motivation: A systematic review
Akbar Bahari
Interactive Learning Environments (2022) Vol. 31, Iss. 9, pp. 5853-5873
Closed Access | Times Cited: 34

Enhancing TOEFL Performance and Student Motivation through Integrated Flipped and Gamified Learning in Online Settings
Safnil Arsyad, Budi Waluyo, Ira Maisarah
Human Behavior and Emerging Technologies (2024) Vol. 2024, pp. 1-14
Open Access | Times Cited: 7

The effectiveness of artificial intelligence on English language learning achievement
Tianyuan Xu, Huang Wang
System (2024) Vol. 125, pp. 103428-103428
Closed Access | Times Cited: 7

Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study
Zhanni Luo
Education and Information Technologies (2022) Vol. 28, Iss. 4, pp. 4741-4768
Closed Access | Times Cited: 24

Impact of Gamified Learning on First-Time Learners in Thai Higher Education: A Mixed-Methods Study
Budi Waluyo, I Putu Indra Kusuma
English Teaching & Learning (2025)
Closed Access

Synchronous video computer-mediated communication in English language teaching
Matt Kessler, Shawn Loewen, Daniel Trego
ELT Journal (2021) Vol. 75, Iss. 3, pp. 371-376
Closed Access | Times Cited: 25

L2 grit and language mindsets as predictors of EFL learners’ attitudes toward effectiveness and value of CALL
Nourollah Zarrinabadi, Mohsen Rezazadeh, Alireza Mohammadzadeh Mohammadabadi
Computer Assisted Language Learning (2022) Vol. 37, Iss. 7, pp. 1726-1743
Closed Access | Times Cited: 17

A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns
Hsien‐Sheng Hsiao, Jyun‐Chen Chen, Jheng-Han Chen, et al.
Educational Technology Research and Development (2023) Vol. 71, Iss. 4, pp. 1821-1849
Closed Access | Times Cited: 10

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

Gamified grammar learning in online English courses in Thai higher education
Budi Waluyo, Sirikhun Phanrangsee, Wararat Whanchit
Online Journal of Communication and Media Technologies (2023) Vol. 13, Iss. 4, pp. e202354-e202354
Open Access | Times Cited: 8

Theories, Principles, and Game Elements that Support Digital Game-Based Language Learning (DGBLL): A Systematic Review
Allan Jay Esteban
International Journal of Learning Teaching and Educational Research (2024) Vol. 23, Iss. 3, pp. 1-22
Open Access | Times Cited: 1

Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App
Dan Wang, Mas Nida Md. Khambari, Su Luan Wong, et al.
Sustainability (2021) Vol. 13, Iss. 22, pp. 12792-12792
Open Access | Times Cited: 11

How epistemic anxiety and curiosity link perceived value and intended efforts in the language classroom
Nicola Fraschini, Yu Tao
Annual Review of Applied Linguistics (2023) Vol. 43, pp. 23-40
Closed Access | Times Cited: 4

The Effect of Gamification Learning on Primary School Students' Second Language Learning
Xin Wen
Journal of Education Humanities and Social Sciences (2023) Vol. 22, pp. 492-501
Closed Access | Times Cited: 4

Navigating Mobile Marketing
Siti Intan Nurdiana Wong Abdullah, Phuah Kit Teng, Bernard Lim Jit Heng, et al.
Advances in marketing, customer relationship management, and e-services book series (2024), pp. 278-303
Closed Access | Times Cited: 1

Gamified flipped classroom in education: a systematic review
Wan Masitah Wan Majid, Farah M. Zain, Siti Noor Ismail
International Journal of Evaluation and Research in Education (IJERE) (2024) Vol. 13, Iss. 3, pp. 1610-1610
Open Access | Times Cited: 1

Detection of English Grammatical Errors and Correction using Graph Dual Encoder Decoder with Pyramid Attention Network
M. S. Hema, Kandasamy Sellamuthu, R. Vijayarajeswari
Rupkatha Journal on Interdisciplinary Studies in Humanities (2024) Vol. 16, Iss. 2
Open Access | Times Cited: 1

Gamified-flipped English classes and L2 learners’ achievement and perceptions
Elham Daliranfirouz, Mohammad Amiryousefi, Renata Geld, et al.
Innovation in Language Learning and Teaching (2024), pp. 1-15
Closed Access | Times Cited: 1

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