
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:
A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation
Qi Zhang, Liheng Yu, Zhonggen Yu
Education Research International (2021) Vol. 2021, pp. 1-21
Open Access | Times Cited: 23
Qi Zhang, Liheng Yu, Zhonggen Yu
Education Research International (2021) Vol. 2021, pp. 1-21
Open Access | Times Cited: 23
Showing 23 citing articles:
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: 21
Liuyufeng Li, Khe Foon Hew, Jiahui Du
Educational Technology Research and Development (2024) Vol. 72, Iss. 2, pp. 765-796
Open Access | Times Cited: 21
Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning
Qi Zhang, Zhonggen Yu
Education Research International (2022) Vol. 2022, pp. 1-19
Open Access | Times Cited: 28
Qi Zhang, Zhonggen Yu
Education Research International (2022) Vol. 2022, pp. 1-19
Open Access | Times Cited: 28
Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance
Luisa Parody, Jenifer Santos, Luis A. Trujillo‐Cayado, et al.
Applied Sciences (2022) Vol. 12, Iss. 22, pp. 11832-11832
Open Access | Times Cited: 22
Luisa Parody, Jenifer Santos, Luis A. Trujillo‐Cayado, et al.
Applied Sciences (2022) Vol. 12, Iss. 22, pp. 11832-11832
Open Access | Times Cited: 22
Tailoring Gamification in a Science Course to Enhance Intrinsic Motivation in Preservice Primary Teachers
Gregorio Jiménez Valverde, Noëlle Fabre-Mitjans, Carlos Heras-Paniagua, et al.
Education Sciences (2025) Vol. 15, Iss. 3, pp. 300-300
Open Access
Gregorio Jiménez Valverde, Noëlle Fabre-Mitjans, Carlos Heras-Paniagua, et al.
Education Sciences (2025) Vol. 15, Iss. 3, pp. 300-300
Open Access
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school
Silvia Sipone, Victor Abella, Marta Rojo, et al.
Education and Information Technologies (2023) Vol. 28, Iss. 12, pp. 16177-16200
Open Access | Times Cited: 8
Silvia Sipone, Victor Abella, Marta Rojo, et al.
Education and Information Technologies (2023) Vol. 28, Iss. 12, pp. 16177-16200
Open Access | Times Cited: 8
Impact of Gamification on Collaborative Learning Development: A Quantitative Experimental Approach
Benjamín Maraza-Quispe, Walter Choquehuanca-Quispe, Víctor Hugo Rosas-Imán, et al.
IEEE Revista Iberoamericana de Tecnologias del Aprendizaje (2024) Vol. 19, pp. 51-60
Closed Access | Times Cited: 2
Benjamín Maraza-Quispe, Walter Choquehuanca-Quispe, Víctor Hugo Rosas-Imán, et al.
IEEE Revista Iberoamericana de Tecnologias del Aprendizaje (2024) Vol. 19, pp. 51-60
Closed Access | Times Cited: 2
The Impact of Gamification Depth on Higher Educational Students’ Intrinsic Motivation and Performance Levels
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, et al.
Higher Education for the Future (2024) Vol. 11, Iss. 2, pp. 133-150
Closed Access | Times Cited: 2
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, et al.
Higher Education for the Future (2024) Vol. 11, Iss. 2, pp. 133-150
Closed Access | Times Cited: 2
Exploring Gamification Research Trends Using Topic Modeling
Ahmet Ayaz, Özcan Özyurt, Waleed Mugahed Al-Rahmi, et al.
IEEE Access (2023) Vol. 11, pp. 119676-119692
Open Access | Times Cited: 6
Ahmet Ayaz, Özcan Özyurt, Waleed Mugahed Al-Rahmi, et al.
IEEE Access (2023) Vol. 11, pp. 119676-119692
Open Access | Times Cited: 6
ВИКОРИСТАННЯ ГЕЙМІФІКАЦІЇ В ПОПЕРЕДЖЕННІ ДИСЛЕКСІЇ У ДІТЕЙ СТАРШОГО ДОШКІЛЬНОГО ВІКУ
Hanna Mytsyk, Alona Babichenko
Information Technologies and Learning Tools (2024) Vol. 99, Iss. 1, pp. 16-27
Open Access | Times Cited: 1
Hanna Mytsyk, Alona Babichenko
Information Technologies and Learning Tools (2024) Vol. 99, Iss. 1, pp. 16-27
Open Access | Times Cited: 1
The Effect of Gamification with Web 2.0 Tools on EFL Learners’ Motivation and Academic Achievement in Online Learning Environments
Tuba Temel, Kürşat Cesur
SAGE Open (2024) Vol. 14, Iss. 2
Open Access | Times Cited: 1
Tuba Temel, Kürşat Cesur
SAGE Open (2024) Vol. 14, Iss. 2
Open Access | Times Cited: 1
Artificial intelligence in physical education: comprehensive review and future teacher training strategies
Yuping Wang, Xinyan Wang
Frontiers in Public Health (2024) Vol. 12
Open Access | Times Cited: 1
Yuping Wang, Xinyan Wang
Frontiers in Public Health (2024) Vol. 12
Open Access | Times Cited: 1
Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
Silvia Natividad Moral-Sánchez, María Teresa Sánchez Compaña, Isabel Romero
Mathematics (2022) Vol. 10, Iss. 18, pp. 3252-3252
Open Access | Times Cited: 7
Silvia Natividad Moral-Sánchez, María Teresa Sánchez Compaña, Isabel Romero
Mathematics (2022) Vol. 10, Iss. 18, pp. 3252-3252
Open Access | Times Cited: 7
Effects of Serious Games on Student Engagement, Motivation, Learning Strategies, Cognition, and Enjoyment
Zhonggen Yu, Paisan Sukjairungwattana, Wei Xu
International Journal of Adult Education and Technology (2022) Vol. 13, Iss. 1, pp. 1-15
Closed Access | Times Cited: 6
Zhonggen Yu, Paisan Sukjairungwattana, Wei Xu
International Journal of Adult Education and Technology (2022) Vol. 13, Iss. 1, pp. 1-15
Closed Access | Times Cited: 6
Use of gamification as a pedagogical strategy to strengthen the understanding of application problems with rational numbers
Ronnie Alexander Alvarado Rodriguez, Kelvin Agustin Rosado Cusme
Minerva (2023) Vol. 2023, Iss. Special, pp. 64-73
Open Access | Times Cited: 3
Ronnie Alexander Alvarado Rodriguez, Kelvin Agustin Rosado Cusme
Minerva (2023) Vol. 2023, Iss. Special, pp. 64-73
Open Access | Times Cited: 3
Redesigning Education Using Serious Games
Jenny Pange, Liudmila Rupšienė, Agostino Marengo
Lecture notes in networks and systems (2023), pp. 427-438
Closed Access | Times Cited: 2
Jenny Pange, Liudmila Rupšienė, Agostino Marengo
Lecture notes in networks and systems (2023), pp. 427-438
Closed Access | Times Cited: 2
Student’s Engagement and Perception of Gamification in Mathematics
Heny Solekhah, Imam Darul Kutni, Ario Bagus Pamungkas
Education Policy and Development (2023) Vol. 1, Iss. 2, pp. 1-13
Open Access | Times Cited: 2
Heny Solekhah, Imam Darul Kutni, Ario Bagus Pamungkas
Education Policy and Development (2023) Vol. 1, Iss. 2, pp. 1-13
Open Access | Times Cited: 2
El modelo Flipped Learning enriquecido con plataformas educativas gamificadas para el aprendizaje de la geometría
Silvia Natividad Moral-Sánchez, María Teresa Sánchez Compaña, Cristina Sánchez-Cruzado
Pixel-Bit Revista de Medios y Educación (2022), Iss. 65, pp. 149-182
Open Access | Times Cited: 4
Silvia Natividad Moral-Sánchez, María Teresa Sánchez Compaña, Cristina Sánchez-Cruzado
Pixel-Bit Revista de Medios y Educación (2022), Iss. 65, pp. 149-182
Open Access | Times Cited: 4
Using games to ignite teens’ civic and social and emotional learning
Susan E. Rivers, Michelle C. Bertoli
Frontiers in Education (2024) Vol. 9
Open Access
Susan E. Rivers, Michelle C. Bertoli
Frontiers in Education (2024) Vol. 9
Open Access
Developing a Gamified Digital Learning Media to Cultivate Singing Skills for Junior High School Students
Wulandari Wulandari, Leo Agung Sutimin, Eka Budhi Santosa
JTP - Jurnal Teknologi Pendidikan (2024) Vol. 26, Iss. 1, pp. 108-120
Open Access
Wulandari Wulandari, Leo Agung Sutimin, Eka Budhi Santosa
JTP - Jurnal Teknologi Pendidikan (2024) Vol. 26, Iss. 1, pp. 108-120
Open Access
The Effect of Gamified Depth on Malaysian Higher Education Students’ Intrinsic Motivation Level and Achievement Level
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, et al.
Research Square (Research Square) (2023)
Open Access | Times Cited: 1
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, et al.
Research Square (Research Square) (2023)
Open Access | Times Cited: 1
The Effect of Using Classcraft on EFL Students’ Reading Comprehension
Muhamad Laudy Armanda, Lilia Indriani
Metathesis Journal of English Language Literature and Teaching (2023) Vol. 7, Iss. 1, pp. 47-59
Open Access | Times Cited: 1
Muhamad Laudy Armanda, Lilia Indriani
Metathesis Journal of English Language Literature and Teaching (2023) Vol. 7, Iss. 1, pp. 47-59
Open Access | Times Cited: 1
GAME FOR DIDACTIC INNOVATION. CLASSCRAFT IN ITALIAN SECONDARY SCHOOL
Andrea Brambilla, Francesca Antonacci, Stephen H. Moore
Education and new developments (2023)
Open Access
Andrea Brambilla, Francesca Antonacci, Stephen H. Moore
Education and new developments (2023)
Open Access
A Monitoring Infrastructure to Improve Flipped Learning in Technological Courses
Francisco Ortín, José Quiroga, Miguel García
International Journal of Information and Education Technology (2023) Vol. 13, Iss. 10, pp. 1541-1548
Open Access
Francisco Ortín, José Quiroga, Miguel García
International Journal of Information and Education Technology (2023) Vol. 13, Iss. 10, pp. 1541-1548
Open Access