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 Digital Game-Based Learning on Elementary Science Learning: A Systematic Review
Mahmood H. Hussein, Siew Hock Ow, Loh Sau Cheong, et al.
IEEE Access (2019) Vol. 7, pp. 62465-62478
Open Access | Times Cited: 121

Showing 1-25 of 121 citing articles:

Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning
Jeanine Krath, Linda Schürmann, Harald F. O. von Korflesch
Computers in Human Behavior (2021) Vol. 125, pp. 106963-106963
Open Access | Times Cited: 541

Designing digital game-based learning for professional upskilling: A systematic literature review
Juliana Tay, Yang Miang Goh, Sufiana Safiena, et al.
Computers & Education (2022) Vol. 184, pp. 104518-104518
Closed Access | Times Cited: 69

A meta‐analysis of research on digital game‐based science learning
Yu‐Ling Tsai, Chin‐Chung Tsai
Journal of Computer Assisted Learning (2020) Vol. 36, Iss. 3, pp. 280-294
Closed Access | Times Cited: 83

Digital Game-Based Learning effectiveness assessment: Reflections on study design
Anissa All, Elena Núñez Castellar, Jan Van Looy
Computers & Education (2021) Vol. 167, pp. 104160-104160
Closed Access | Times Cited: 74

Digital game-based learning in K-12 mathematics education: a systematic literature review
Mahmood H. Hussein, Siew Hock Ow, Monther M. Elaish, et al.
Education and Information Technologies (2021) Vol. 27, Iss. 2, pp. 2859-2891
Closed Access | Times Cited: 66

Comparing Traditional Teaching and Game-Based Learning Using Teacher-Authored Games on Computer Science Education
Daniel López-Fernández, Aldo Gordillo, Pedro P. Alarcón, et al.
IEEE Transactions on Education (2021) Vol. 64, Iss. 4, pp. 367-373
Open Access | Times Cited: 55

Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education
Aldo Gordillo, Daniel López-Fernández, Edmundo Tovar
IEEE Transactions on Education (2022) Vol. 65, Iss. 4, pp. 524-532
Open Access | Times Cited: 45

Churn prediction in digital game-based learning using data mining techniques: Logistic regression, decision tree, and random forest
Mai Kiguchi, Waddah Saeed, Imran Medi
Applied Soft Computing (2022) Vol. 118, pp. 108491-108491
Closed Access | Times Cited: 40

Game-based learning in early childhood education: a systematic review and meta-analysis
Manar Soud Alotaibi
Frontiers in Psychology (2024) Vol. 15
Open Access | Times Cited: 12

A Digital Game-Based Learning Method to Improve Students’ Critical Thinking Skills in Elementary Science
Mahmood H. Hussein, Siew Hock Ow, Loh Sau Cheong, et al.
IEEE Access (2019) Vol. 7, pp. 96309-96318
Open Access | Times Cited: 62

How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method
Pan Liu-xia, Ahmed Tlili, Jiaping Li, et al.
Frontiers in Psychology (2021) Vol. 12
Open Access | Times Cited: 45

Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance
Chi‐Cheng Chang, Szu‐Ting Yang
International Journal of Educational Technology in Higher Education (2023) Vol. 20, Iss. 1
Open Access | Times Cited: 20

Enhancing junior secondary students' learning outcomes in basic science and technology through PhET: A study in Nigeria
Damola Olugbade, Solomon Sunday Oyelere, Friday Joseph Agbo
Education and Information Technologies (2024) Vol. 29, Iss. 11, pp. 14035-14057
Closed Access | Times Cited: 6

Discovering the potential of serious games for transformative sustainability research
Mahsa Motlagh, Andra‐Ioana Horcea‐Milcu, Bettina König
Discover Sustainability (2025) Vol. 6, Iss. 1
Open Access

Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020
Xin Guan, Chunmei Sun, Gwo‐Jen Hwang, et al.
Interactive Learning Environments (2022) Vol. 32, Iss. 2, pp. 534-556
Closed Access | Times Cited: 22

Comparing effectiveness of educational video games of different genres in computer science education
Daniel López-Fernández, Aldo Gordillo, Raúl Lara-Cabrera, et al.
Entertainment Computing (2023) Vol. 47, pp. 100588-100588
Open Access | Times Cited: 13

Transforming Arts Education in Digital Environments: Quasi-Experimental Study of the Impact of Game-Based Learning on Art Knowledge and Interest
Norfarizah Mohd Bakhir, SiBo Zhou, Shu Chen, et al.
Journal of Educational Computing Research (2025)
Closed Access

Value-added digital game-based learning in K-12 science education: a systematic literature review
Mahmood H. Hussein, Nor Lisa Sulaiman, Omid Noroozi, et al.
Interactive Learning Environments (2025), pp. 1-35
Closed Access

Evaluating Minecraft as a game-based metaverse platform: exploring gaming experience, social presence, and STEM outcomes
Manpreet Singh, Daner Sun
Interactive Learning Environments (2025), pp. 1-23
Closed Access

Lessons upon Dislikes: Educational Game Design Principles from Players’ Negative Feedback
Wenyi Lu, Hao He, Fan Yu, et al.
Communications in computer and information science (2025), pp. 329-347
Closed Access

Towards Blended Learning in Primary STEM in Latvia: Four Teaching Profiles
Ildze Čakāne, Kārlis Greitāns, Ģirts Burgmanis, et al.
Education Sciences (2025) Vol. 15, Iss. 3, pp. 295-295
Open Access

Mobile Security: Threats and Best Practices
Paweł Weichbroth, Łukasz Łysik
Mobile Information Systems (2020) Vol. 2020, pp. 1-15
Open Access | Times Cited: 37

Using Minecraft to cultivate student interest in STEM
Christine Lourrine S. Tablatin, Jonathan D. L. Casano, Ma. Mercedes T. Rodrigo
Frontiers in Education (2023) Vol. 8
Open Access | Times Cited: 12

Elementary-School Students’ Use of Digital Devices at Home to Support Learning Pre- and Post-COVID-19
Susan Sonnenschein, Michele L. Stites, Hatice Gürsoy, et al.
Education Sciences (2023) Vol. 13, Iss. 2, pp. 117-117
Open Access | Times Cited: 11

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