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:

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: 46

Showing 1-25 of 46 citing articles:

Fostering computational thinking through unplugged activities: A systematic literature review and meta-analysis
Peng Chen, Dong Yang, Ahmed Hosny Saleh Metwally, et al.
International Journal of STEM Education (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 43

Approaches and game elements used to tailor digital gamification for learning: A systematic literature review
Yujia Hong, Nadira Saab, Wilfried Admiraal
Computers & Education (2024) Vol. 212, pp. 105000-105000
Open Access | Times Cited: 25

Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement
Loukia David, Netta Weinstein
European Journal of Psychology of Education (2023) Vol. 39, Iss. 2, pp. 1441-1463
Open Access | Times Cited: 17

Motivating students to become self-regulatory learners: A gamified mobile self-regulated learning approach
Yi‐Chun Chen, Gwo‐Jen Hwang, Chiu‐Lin Lai
Education and Information Technologies (2024)
Closed 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

Fostering students' AI literacy development through educational games: AI knowledge, affective and cognitive engagement
Davy Tsz Kit Ng, Chen Xinyu, Jac Ka Lok Leung, et al.
Journal of Computer Assisted Learning (2024) Vol. 40, Iss. 5, pp. 2049-2064
Closed Access | Times Cited: 5

The Impact of Educational Games on Learning Outcomes
Jiaopin Ren, Wei Xu, Ziqing Liu
International Journal of Game-Based Learning (2024) Vol. 14, Iss. 1, pp. 1-25
Open Access | Times Cited: 4

Playing for the Planet? A Serious Game Approach to Land Use Planning with Students in Rural Iceland
Benjamin D. Hennig, Beryl Roberts, Johannes Welling, et al.
Societies (2025) Vol. 15, Iss. 1, pp. 14-14
Open Access

Gamification in midwifery education: a systematic review
Tahereh Fathi Najafi, Nafise Andaroon, Nasibeh Bolghanabadi, et al.
BMC Medical Education (2025) Vol. 25, Iss. 1
Open Access

The Impact of Game-Based Interventions on Adult Cognition: A Systematic Review
Franz Coelho, Daniel Gonçalves, Ana María Abreu
International Journal of Human-Computer Interaction (2025), pp. 1-36
Closed Access

Game-changing libraries: Enhancing information literacy through gamification
Akinade Adebowale Adewojo, Emmanuel Kolawole Adefila
Business Information Review (2025)
Closed Access

Engaging students in virtual tours to learn language and digital literacy
Davy Tsz Kit Ng, Chi Wui Ng, Samuel Kai Wah Chu
Journal of Computers in Education (2023) Vol. 10, Iss. 3, pp. 575-602
Closed Access | Times Cited: 11

Evaluating Learner Engagement with Gamification in Online Courses
Anna Puig, Inmaculada Rodríguez, Álex Rodríguez, et al.
Applied Sciences (2023) Vol. 13, Iss. 3, pp. 1535-1535
Open Access | Times Cited: 10

Technology-enhanced higher education: Text mining and bibliometrics
Xieling Chen, Di Zou, Haoran Xie, et al.
Heliyon (2024) Vol. 10, Iss. 4, pp. e25776-e25776
Open Access | Times Cited: 3

The evaluation of gamification implementation for adult learners: A scale development study based on andragogical principles
Zamzami Zainuddin, Samuel Kai Wah Chu, Juliana Othman
Education and Information Technologies (2024) Vol. 29, Iss. 14, pp. 18591-18620
Open Access | Times Cited: 3

The use of gamification strategies to enhance employees’ attitudes towards e-training systems
Paula Bitrián, Isabel Buil, Sara Catalán, et al.
The International Journal of Management Education (2023) Vol. 21, Iss. 3, pp. 100892-100892
Open Access | Times Cited: 7

Improving the effectiveness of video-based flipped classrooms with question-embedding
Ruiqi Deng, Siqi Feng, Suqin Shen
Education and Information Technologies (2023) Vol. 29, Iss. 10, pp. 12677-12702
Open Access | Times Cited: 7

Game-based learning enhances students’ understanding of endocrine physiology in veterinary medicine
Marcos Vinícius Ramos Afonso, Rodrigo Braga Lopes, Eric Francelino Andrade, et al.
AJP Advances in Physiology Education (2024) Vol. 48, Iss. 2, pp. 155-163
Open Access | Times Cited: 2

Game on for learning: a holistic exploration of Gamification’s impact on student engagement and academic performance in educational environments
C. Neerupa, R. Naveen Kumar, R Pavithra, et al.
Deleted Journal (2024) Vol. 21, Iss. 1, pp. 38-53
Open Access | Times Cited: 2

Nudging Motivation to Learn English Through a ChatGPT Smartphone-Based Hybrid Model
Muthmainnah Muthmainnah, Eka Apriani, Prodhan Mahbub Ibna Seraj, et al.
Advances in computational intelligence and robotics book series (2023), pp. 26-42
Closed Access | Times Cited: 6

Gamification in Teacher Education
G. S. Prakasha, Sanskriti Rawat, Ishani Basak, et al.
Advances in educational technologies and instructional design book series (2024), pp. 132-162
Closed Access | Times Cited: 1

The effect of micro gamified online homework on gameful experience, intrinsic motivation, engagement, and cognitive load
Ahmed Hosny Saleh Metwally, Ronghuai Huang, Paula T. Palomino, et al.
Education and Information Technologies (2024)
Closed Access | Times Cited: 1

Experiential Learning Through Gamification in Interior Architecture and Design
Dina Mehelmy, Ingy El Zeini
International Journal of Architecture Arts and Applications (2024) Vol. 10, Iss. 2, pp. 42-59
Open Access | Times Cited: 1

Gamifying Teacher Education with FantasyClass: Effects on Attitudes towards Physics and Chemistry among Preservice Primary Teachers
Gregorio Jiménez Valverde, Carlos Heras-Paniagua, Noëlle Fabre-Mitjans, et al.
Education Sciences (2024) Vol. 14, Iss. 8, pp. 822-822
Open Access | Times Cited: 1

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