
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:
Gamification of in‐class activities in flipped classroom lectures
Michael Sailer, Maximilian Sailer
British Journal of Educational Technology (2020) Vol. 52, Iss. 1, pp. 75-90
Open Access | Times Cited: 165
Michael Sailer, Maximilian Sailer
British Journal of Educational Technology (2020) Vol. 52, Iss. 1, pp. 75-90
Open Access | Times Cited: 165
Showing 1-25 of 165 citing articles:
Students’ motivation and engagement in higher education: the importance of attitude to online learning
Justine Ferrer, Allison Ringer, Kerrie Saville, et al.
Higher Education (2020) Vol. 83, Iss. 2, pp. 317-338
Closed Access | Times Cited: 267
Justine Ferrer, Allison Ringer, Kerrie Saville, et al.
Higher Education (2020) Vol. 83, Iss. 2, pp. 317-338
Closed Access | Times Cited: 267
User Engagement and Abandonment of mHealth: A Cross-Sectional Survey
Abdulsalam Salihu Mustafa, Nor’ashikin Ali, Jaspaljeet Singh Dhillon, et al.
Healthcare (2022) Vol. 10, Iss. 2, pp. 221-221
Open Access | Times Cited: 92
Abdulsalam Salihu Mustafa, Nor’ashikin Ali, Jaspaljeet Singh Dhillon, et al.
Healthcare (2022) Vol. 10, Iss. 2, pp. 221-221
Open Access | Times Cited: 92
Gamification in Education
Athanasios Christopoulos, Stylianos Mystakidis
Encyclopedia (2023) Vol. 3, Iss. 4, pp. 1223-1243
Open Access | Times Cited: 56
Athanasios Christopoulos, Stylianos Mystakidis
Encyclopedia (2023) Vol. 3, Iss. 4, pp. 1223-1243
Open Access | Times Cited: 56
Gamification in Education: Why, Where, When, and How?—A Systematic Review
Nilüfer ZEYBEK, Elif Saygı
Games and Culture (2023) Vol. 19, Iss. 2, pp. 237-264
Closed Access | Times Cited: 52
Nilüfer ZEYBEK, Elif Saygı
Games and Culture (2023) Vol. 19, Iss. 2, pp. 237-264
Closed Access | Times Cited: 52
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
Elias Ratinho, Cátia Martins
Heliyon (2023) Vol. 9, Iss. 8, pp. e19033-e19033
Open Access | Times Cited: 52
Using gamification to support learning in K‐12 education: A systematic literature review
Hojjat Dehghanzadeh, Mohammadreza Farrokhnia, Hossein Dehghanzadeh, et al.
British Journal of Educational Technology (2023) Vol. 55, Iss. 1, pp. 34-70
Closed Access | Times Cited: 48
Hojjat Dehghanzadeh, Mohammadreza Farrokhnia, Hossein Dehghanzadeh, et al.
British Journal of Educational Technology (2023) Vol. 55, Iss. 1, pp. 34-70
Closed Access | Times Cited: 48
Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review
Fahad Saleem Al-Hafdi, Waleed Salim Alhalafawy
International Journal of Interactive Mobile Technologies (iJIM) (2024) Vol. 18, Iss. 07, pp. 188-212
Open Access | Times Cited: 22
Fahad Saleem Al-Hafdi, Waleed Salim Alhalafawy
International Journal of Interactive Mobile Technologies (iJIM) (2024) Vol. 18, Iss. 07, pp. 188-212
Open Access | Times Cited: 22
Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review
Liuyufeng Li, Khe Foon Hew, Jiahui Du
Educational Technology Research and Development (2024) Vol. 72, Iss. 2, pp. 765-796
Open Access | Times Cited: 20
Liuyufeng Li, Khe Foon Hew, Jiahui Du
Educational Technology Research and Development (2024) Vol. 72, Iss. 2, pp. 765-796
Open Access | Times Cited: 20
Gamification of cooperation: A framework, literature review and future research agenda
Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, et al.
International Journal of Information Management (2022) Vol. 67, pp. 102549-102549
Closed Access | Times Cited: 56
Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, et al.
International Journal of Information Management (2022) Vol. 67, pp. 102549-102549
Closed Access | Times Cited: 56
Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction
Shen Qiao, Susanna Siu‐sze Yeung, Zamzami Zainuddin, et al.
British Journal of Educational Technology (2022) Vol. 54, Iss. 1, pp. 394-413
Closed Access | Times Cited: 45
Shen Qiao, Susanna Siu‐sze Yeung, Zamzami Zainuddin, et al.
British Journal of Educational Technology (2022) Vol. 54, Iss. 1, pp. 394-413
Closed Access | Times Cited: 45
Towards a fully online flipped classroom model to support student learning outcomes and engagement: A 2-year design-based study
Chengyuan Jia, Khe Foon Hew, Jiahui Du, et al.
The Internet and Higher Education (2022) Vol. 56, pp. 100878-100878
Closed Access | Times Cited: 38
Chengyuan Jia, Khe Foon Hew, Jiahui Du, et al.
The Internet and Higher Education (2022) Vol. 56, pp. 100878-100878
Closed Access | Times Cited: 38
Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education
Lui-Kwan Ng, Chung Kwan Lo
Sustainability (2022) Vol. 14, Iss. 9, pp. 5428-5428
Open Access | Times Cited: 37
Lui-Kwan Ng, Chung Kwan Lo
Sustainability (2022) Vol. 14, Iss. 9, pp. 5428-5428
Open Access | Times Cited: 37
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
Yi-Ting Huang, Tzu‐Hsuan Wang
Interactive Learning Environments (2025), pp. 1-21
Closed Access | Times Cited: 1
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
Jia‐Hua Zhao, Gwo‐Jen Hwang, Shao‐Chen Chang, et al.
Educational Technology Research and Development (2021) Vol. 69, Iss. 6, pp. 3255-3280
Closed Access | Times Cited: 45
Jia‐Hua Zhao, Gwo‐Jen Hwang, Shao‐Chen Chang, et al.
Educational Technology Research and Development (2021) Vol. 69, Iss. 6, pp. 3255-3280
Closed Access | Times Cited: 45
A Review of Gamification Impact on Student Behavioural and Learning Outcomes
Muhammad Nurtanto, Nur Kholifah, Erif Ahdhianto, et al.
International Journal of Interactive Mobile Technologies (iJIM) (2021) Vol. 15, Iss. 21, pp. 22-22
Open Access | Times Cited: 42
Muhammad Nurtanto, Nur Kholifah, Erif Ahdhianto, et al.
International Journal of Interactive Mobile Technologies (iJIM) (2021) Vol. 15, Iss. 21, pp. 22-22
Open Access | Times Cited: 42
Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education
Nibu John Thomas, Rupashree Baral
The International Journal of Management Education (2022) Vol. 21, Iss. 1, pp. 100718-100718
Closed Access | Times Cited: 37
Nibu John Thomas, Rupashree Baral
The International Journal of Management Education (2022) Vol. 21, Iss. 1, pp. 100718-100718
Closed Access | Times Cited: 37
Synchronous online flip learning with formative gamification quiz: instruction during COVID-19
Zamzami Zainuddin, Ratna Farida, Cut Muftia Keumala, et al.
Interactive Technology and Smart Education (2021) Vol. 19, Iss. 2, pp. 236-259
Closed Access | Times Cited: 33
Zamzami Zainuddin, Ratna Farida, Cut Muftia Keumala, et al.
Interactive Technology and Smart Education (2021) Vol. 19, Iss. 2, pp. 236-259
Closed Access | Times Cited: 33
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
Leonardo Madariaga, Carolina Allendes, Miguél Nussbaum, et al.
Computers & Education (2022) Vol. 193, pp. 104664-104664
Closed Access | Times Cited: 27
Effect of gamified flipped classroom on improving nursing students’ skills competency and learning motivation: a randomized controlled trial
Mohamed E. H. Elzeky, Heba M. M. Elhabashy, Wafaa Ali, et al.
BMC Nursing (2022) Vol. 21, Iss. 1
Open Access | Times Cited: 23
Mohamed E. H. Elzeky, Heba M. M. Elhabashy, Wafaa Ali, et al.
BMC Nursing (2022) Vol. 21, Iss. 1
Open Access | Times Cited: 23
Measuring the Impact of Augmented Reality in Flipped Learning Mode on Critical Thinking, Learning Motivation, and Knowledge of Engineering Students
Rubina Dutta, Archana Mantri, Gurjinder Singh, et al.
Journal of Science Education and Technology (2023) Vol. 32, Iss. 6, pp. 912-930
Open Access | Times Cited: 13
Rubina Dutta, Archana Mantri, Gurjinder Singh, et al.
Journal of Science Education and Technology (2023) Vol. 32, Iss. 6, pp. 912-930
Open Access | Times Cited: 13
Using Business Simulation Games to Explore the Effects of Instructional and Technological Support on Students’ Psychological Needs, Cognitive Load, and Learning Achievement
Ying‐Lien Lin, Wei‐Tsong Wang
Journal of Educational Computing Research (2025)
Closed Access
Ying‐Lien Lin, Wei‐Tsong Wang
Journal of Educational Computing Research (2025)
Closed Access
Examining the influence of teachers’ online teaching preparation on Chinese adult language learners: Testing the mediation of learner control and learning motivation
Yuting Ding, C.F. Liu, Chia‐Ching Tu
Journal of Adult and Continuing Education (2025)
Closed Access
Yuting Ding, C.F. Liu, Chia‐Ching Tu
Journal of Adult and Continuing Education (2025)
Closed Access
Promoting soft skills in higher engineering education: Assessment of the impact of a teaching methodology based on flipped learning, cooperative work and gamification
Pedro Sanz Angulo, Jesús Galindo‐Melero, Santiago De‐Diego‐Poncela, et al.
Education and Information Technologies (2025)
Open Access
Pedro Sanz Angulo, Jesús Galindo‐Melero, Santiago De‐Diego‐Poncela, et al.
Education and Information Technologies (2025)
Open Access
Gamification in Vietnamese education: Assessing psychological need satisfaction, intrinsic motivation, and learning effectiveness
Bang Nguyen‐Viet, Bac Nguyen-Viet
Learning and Motivation (2025) Vol. 89, pp. 102101-102101
Closed Access
Bang Nguyen‐Viet, Bac Nguyen-Viet
Learning and Motivation (2025) Vol. 89, pp. 102101-102101
Closed Access
Students' behavioural, cognitive and affective outcomes in gamified flipped classrooms: A meta‐analysis
Xianwu Sun, Maximilian Sailer
Review of Education (2025) Vol. 13, Iss. 1
Open Access
Xianwu Sun, Maximilian Sailer
Review of Education (2025) Vol. 13, Iss. 1
Open Access