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:

Gamifying MOOC's a Step in The Right Direction?
Rohani Rohan, Debajyoti Pal, Suree Funilkul
(2020), pp. 1-10
Closed Access | Times Cited: 11

Showing 11 citing articles:

Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review
Fazlida Dahalan, Norlidah Alias, Mohd Shahril Nizam Shaharom
Education and Information Technologies (2023) Vol. 29, Iss. 2, pp. 1279-1317
Open Access | Times Cited: 96

Revealing the hotspots of educational gamification: An umbrella review
Ahmed Hosny Saleh Metwally, Lennart E. Nacke, Maiga Chang, et al.
International Journal of Educational Research (2021) Vol. 109, pp. 101832-101832
Closed Access | Times Cited: 58

How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective
Rohani Rohan, Debajyoti Pal, Suree Funilkul, et al.
IEEE Access (2021) Vol. 9, pp. 108144-108161
Open Access | Times Cited: 37

Intention for enhancing metaverse-based learning using gamification among university students: a study using Delphi and structural equation modelling approaches
Tarinmoy Das, Sivaji Ganesh Kondamudi, Mohammad Dawood Babakerkhell, et al.
Cogent Business & Management (2024) Vol. 11, Iss. 1
Open Access | Times Cited: 1

What Affects the Adoption of Metaverse in Education? A SEM-based Approach
Rohani Rohan, Pranab Roy, Vajirasak Vanijja, et al.
(2023), pp. 448-453
Closed Access | Times Cited: 3

Augmenting Open and Distance Learning Through Gamification
S K Pulist, Ramesh C. Sharma
EAI/Springer Innovations in Communication and Computing (2024), pp. 87-102
Closed Access

Elevating Student Motivation: Constructing a Gamified Massive Open Online Courses using the MARC Framework
Rujianto Eko Saputro, Sazilah Salam
Journal of Education Technology (2024) Vol. 8, Iss. 1, pp. 154-164
Open Access

Meta-analysis of the Influence of Gamification Elements on Motivation on E-learning Platforms
Heidi Schuhbauer, Tobias Harald Popp
Cognition and exploratory learning in the digital age (2024), pp. 239-256
Closed Access

Applying the Stimulus Organism Response Framework to Explain Student’s Academic Self-concept in Online Learning During the COVID-19 Pandemic
Rohani Rohan, Faruk Lawal Ibrahim Dutsinma, Debajyoti Pal, et al.
Lecture notes in networks and systems (2022), pp. 373-384
Closed Access | Times Cited: 2

Student Personality, Motivation and Sustainability of Technology Enhanced Learning: A SEM-Based Approach
Rohani Rohan, Subhodeep Mukherjee, Syamal Patra, et al.
Communications in computer and information science (2023), pp. 516-528
Closed Access

Incompletion Rate Factors in MOOC: A Systematic Literature Review
Marisa Karsen, Nora’ayu Ahmad Uzir, Safawi Bin Abdul Rahman, et al.
(2023) Vol. 1, pp. 1-6
Closed Access

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