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:

Development of children's creativity and manual skills within digital game‐based learning environment
H‐S. Hsiao, C‐S. Chang, Chun‐Yi Lin, et al.
Journal of Computer Assisted Learning (2014) Vol. 30, Iss. 4, pp. 377-395
Closed Access | Times Cited: 125

Showing 1-25 of 125 citing articles:

A meta-analysis of the impact of technology on learning effectiveness of elementary students
Sumedha Chauhan
Computers & Education (2016) Vol. 105, pp. 14-30
Closed Access | Times Cited: 344

The effect of flow experience on player loyalty in mobile game application
Yu-Shan Su, Wei‐Lun Chiang, Chin-Tarn James Lee, et al.
Computers in Human Behavior (2016) Vol. 63, pp. 240-248
Closed Access | Times Cited: 167

The effective components of creativity in digital game-based learning among young children: A case study
Najmeh Behnamnia, Amirrudin Kamsin, Maizatul Akmar Ismail, et al.
Children and Youth Services Review (2020) Vol. 116, pp. 105227-105227
Closed Access | Times Cited: 148

Technology-enhanced creativity: A multiple case study of digital technology-integration expert teachers’ beliefs and practices
Enikő Orsolya Bereczki, Andrea Kárpáti
Thinking Skills and Creativity (2021) Vol. 39, pp. 100791-100791
Open Access | Times Cited: 145

Improving student creativity through digital technology products: A literature review
Chaoying Tang, Shibo Mao, Stefanie E. Naumann, et al.
Thinking Skills and Creativity (2022) Vol. 44, pp. 101032-101032
Closed Access | Times Cited: 72

Flow experience in game based learning – a systematic literature review
Arttu Perttula, Kristian Kiili, Antero Lindstedt, et al.
International Journal of Serious Games (2017) Vol. 4, Iss. 1
Open Access | Times Cited: 137

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

Exploring the influence of flow and psychological ownership on security education, training and awareness effectiveness and security compliance
Chul Woo Yoo, G. Lawrence Sanders, Robert P. Cerveny
Decision Support Systems (2018) Vol. 108, pp. 107-118
Closed Access | Times Cited: 117

Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016
Theodoros Sourmelis, Andri Ioannou, Panayiotis Zaphiris
Computers in Human Behavior (2016) Vol. 67, pp. 41-48
Closed Access | Times Cited: 104

Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study
Li Deng, Shaoyang Wu, Yumeng Chen, et al.
Journal of Computer Assisted Learning (2020) Vol. 36, Iss. 5, pp. 709-717
Closed Access | Times Cited: 88

Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis
Hao Lei, Ming Ming Chiu, Danyi Wang, et al.
Journal of Educational Computing Research (2022) Vol. 60, Iss. 6, pp. 1373-1398
Closed Access | Times Cited: 65

Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences
Di Zou, Ruofei Zhang, Haoran Xie, et al.
Australasian Journal of Educational Technology (2021) Vol. 37, Iss. 2, pp. 152-170
Open Access | Times Cited: 61

Using emerging technologies to promote creativity in education: A systematic review
Yun Li, Mirim Kim, Jayant Palkar
International Journal of Educational Research Open (2022) Vol. 3, pp. 100177-100177
Open Access | Times Cited: 41

Her Storyor their own stories? Digital game-based learning, student creativity, and creative writing
Sangmin‐Michelle Lee
ReCALL (2019) Vol. 31, Iss. 3, pp. 238-254
Closed Access | Times Cited: 60

Developing Elementary Students’ Digital Literacy Through Augmented Reality Creation: Insights From a Longitudinal Analysis of Questionnaires, Interviews, and Projects
Hsiao-Ping Hsu, Wenting Zou, Joan E. Hughes
Journal of Educational Computing Research (2018) Vol. 57, Iss. 6, pp. 1400-1435
Open Access | Times Cited: 59

From gaming to reality: effectiveness of skills transfer from competitive sandbox gaming environment to near and far contexts
Yuchun Zhong, Luke K. Fryer, Shiyue Zheng, et al.
International Journal of Educational Technology in Higher Education (2025) Vol. 22, Iss. 1
Open Access

Facilitating effective digital game-based learning behaviors and learning performances of students based on a collaborative knowledge construction strategy
Han‐Yu Sung, Gwo‐Jen Hwang
Interactive Learning Environments (2017) Vol. 26, Iss. 1, pp. 118-134
Closed Access | Times Cited: 59

The Creativity Challenge Game: An educational intervention for creativity enhancement with the integration of Information and Communication Technologies (ICTs)
Afroditi Stolaki, Anastasios A. Economides
Computers & Education (2018) Vol. 123, pp. 195-211
Closed Access | Times Cited: 50

The Associations Between Computational Thinking and Creativity: The Role of Personal Characteristics
Rotem Israel‐Fishelson, Arnon Hershkovitz, Andoni Eguíluz, et al.
Journal of Educational Computing Research (2020) Vol. 58, Iss. 8, pp. 1415-1447
Closed Access | Times Cited: 44

What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning
Kai-Hsiang Yang, Hsiao-Hua Chen
Interactive Learning Environments (2021) Vol. 31, Iss. 6, pp. 3898-3913
Closed Access | Times Cited: 35

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

Relationship between creative thinking and outcomes in a digital STEM-based learning environment: A mixed methods case study
Najmeh Behnamnia, Amirrudin Kamsin, Maizatul Akmar Ismail, et al.
Thinking Skills and Creativity (2025), pp. 101816-101816
Closed Access

Fostering Creativity Through Game‐Based Approaches: A Scoping Review
Zhitian Skylor Zhang, Marcus D. Seemann, Richard Joos, et al.
The Journal of Creative Behavior (2025) Vol. 59, Iss. 1
Open Access

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