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:

Developing a hands‐on activity using virtual reality to help students learn by doing
Jyun‐Chen Chen, Yun‐Wen Huang, Kuen‐Yi Lin, et al.
Journal of Computer Assisted Learning (2019) Vol. 36, Iss. 1, pp. 46-60
Open Access | Times Cited: 82

Showing 1-25 of 82 citing articles:

Effectiveness of immersive virtual reality using head‐mounted displays on learning performance: A meta‐analysis
Bian Wu, Xiaoxue Yu, Xiaoqing Gu
British Journal of Educational Technology (2020) Vol. 51, Iss. 6, pp. 1991-2005
Closed Access | Times Cited: 342

Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature
Νικόλαος Πέλλας, Stylianos Mystakidis, Ioannis Kazanidis
Virtual Reality (2021) Vol. 25, Iss. 3, pp. 835-861
Closed Access | Times Cited: 261

A Scoping Review of Immersive Virtual Reality in STEM Education
Νικόλαος Πέλλας, Andreas Dengel, Athanasios Christopoulos
IEEE Transactions on Learning Technologies (2020) Vol. 13, Iss. 4, pp. 748-761
Closed Access | Times Cited: 214

A meta-analysis of the effect of virtual reality technology use in education
Zhonggen Yu
Interactive Learning Environments (2021) Vol. 31, Iss. 8, pp. 4956-4976
Closed Access | Times Cited: 65

Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement
Jueqi Guan, Liang-Hui Wang, Qu CHEN, et al.
Interactive Learning Environments (2021) Vol. 31, Iss. 4, pp. 2016-2032
Closed Access | Times Cited: 55

A meta‐analysis and systematic review of the effect of virtual reality technology on users' learning outcomes
Zhonggen Yu, Wei Xu
Computer Applications in Engineering Education (2022) Vol. 30, Iss. 5, pp. 1470-1484
Closed Access | Times Cited: 54

Learning with virtual reality: a market analysis of educational and training applications
Pavel Smutný
Interactive Learning Environments (2022) Vol. 31, Iss. 10, pp. 6133-6146
Open Access | Times Cited: 48

Exploring the Learning Process and Effectiveness of STEM Education via Learning Behavior Analysis and the Interactive-Constructive- Active-Passive Framework
Hsin‐Yu Lee, Yu‐Ping Cheng, Weisheng Wang, et al.
Journal of Educational Computing Research (2023) Vol. 61, Iss. 5, pp. 951-976
Closed Access | Times Cited: 23

Strategies in Mastering Science Process Skills in Science Experiments: A Systematic Literature Review
Nazihah Idris, Othman Talib, Fazilah Razali
Jurnal Pendidikan IPA Indonesia (2022) Vol. 11, Iss. 1, pp. 155-170
Open Access | Times Cited: 34

Design, development, and evaluation of a virtual reality game-based application to support computational thinking
Friday Joseph Agbo, Solomon Sunday Oyelere, Jarkko Suhonen, et al.
Educational Technology Research and Development (2022) Vol. 71, Iss. 2, pp. 505-537
Open Access | Times Cited: 33

Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study
Georgios Vontzalidis, Stylianos Mystakidis, Athanasios Christopoulos, et al.
Communications in computer and information science (2025), pp. 317-328
Closed Access

The Effects of Integrated STEM Education on K12 Students’ Achievements: A Meta-Analysis
Boyin Chen, Juanjuan Chen, Minhong Wang, et al.
Review of Educational Research (2025)
Closed Access

Affordances and challenges of teaching language skills by virtual reality: A systematic review (2010–2020)
Akbar Bahari
E-Learning and Digital Media (2021) Vol. 19, Iss. 2, pp. 163-188
Closed Access | Times Cited: 33

Design and Evaluation for Immersive Virtual Reality Learning Environment: A Systematic Literature Review
Ying Cao, Giap-Weng Ng, Sha-Sha Ye
Sustainability (2023) Vol. 15, Iss. 3, pp. 1964-1964
Open Access | Times Cited: 14

Investigating the impact of a virtual reality mobile application on learners' interpreting competence
Venus Chan
Journal of Computer Assisted Learning (2023) Vol. 39, Iss. 4, pp. 1242-1258
Closed Access | Times Cited: 14

Immersive virtual reality training for excavation safety and hazard identification
Zhenan Feng, Ruggiero Lovreglio, Tak Wing Yiu, et al.
Smart and Sustainable Built Environment (2023) Vol. 13, Iss. 4, pp. 883-907
Closed Access | Times Cited: 13

Enhancing K-12 Students' STEM Learning Through the Integration of the Metaverse Into Online and Blended Environments: A Meta-Analysis
Xingyu Geng, Yu-Sheng Su
International Journal of Science and Mathematics Education (2024)
Closed Access | Times Cited: 4

Exploring the effects of the 6E instructional model on learners’ metacognitive behaviors in 3D modeling
Tien‐Chi Huang, Yin-Yu Chou, Ziqing Gao, et al.
International Journal of Technology and Design Education (2025)
Closed Access

Exploring evolution of augmented and virtual reality education space in 2020 through systematic literature review
Naheem Noah, Sanchari Das
Computer Animation and Virtual Worlds (2021) Vol. 32, Iss. 3-4
Closed Access | Times Cited: 28

Integrating Computational Thinking Into Scaffolding Learning: An Innovative Approach to Enhance Science, Technology, Engineering, and Mathematics Hands-On Learning
Hsin‐Yu Lee, Ting‐Ting Wu, Chia‐Ju Lin, et al.
Journal of Educational Computing Research (2023) Vol. 62, Iss. 2, pp. 431-467
Closed Access | Times Cited: 12

Behavioral intention, perception and user assessment in an immersive virtual reality environment with CFD simulations
Serkan Solmaz, Kathrin Gerling, Liesbeth Kester, et al.
Virtual Reality (2024) Vol. 28, Iss. 2
Open Access | Times Cited: 3

Effects of a VR-based collaborative painting approach on primary students’ creativity and collaborative quality in art courses
Jueqi Guan, W. Wang, Xiaofeng Wang, et al.
Educational Technology Research and Development (2024)
Closed Access | Times Cited: 3

Tracking Visual Programming Language-Based Learning Progress for Computational Thinking Education
Ting‐Ting Wu, Chia‐Ju Lin, Shih-Cheng Wang, et al.
Sustainability (2023) Vol. 15, Iss. 3, pp. 1983-1983
Open Access | Times Cited: 9

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: 9

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