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:

The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction
Zhonggen Yu, Gao Ming-le, Lifei Wang
Journal of Educational Computing Research (2020) Vol. 59, Iss. 3, pp. 522-546
Closed Access | Times Cited: 233

Showing 1-25 of 233 citing articles:

Teachers’ Satisfaction, Role, and Digital Literacy during the COVID-19 Pandemic
Ming Li, Zhonggen Yu
Sustainability (2022) Vol. 14, Iss. 3, pp. 1121-1121
Open Access | Times Cited: 192

A systematic review on the metaverse-based blended English learning
Ming Li, Zhonggen Yu
Frontiers in Psychology (2023) Vol. 13
Open Access | Times Cited: 43

The Power of Play: Investigating the Effects of Gamification on Motivation and Engagement in Physics Classroom
Marija Gaurina, Anna Alajbeg, Ivana Weber
Education Sciences (2025) Vol. 15, Iss. 1, pp. 104-104
Open Access | Times Cited: 2

Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis
Weijie Mao, Yunhuo Cui, Ming Ming Chiu, et al.
Journal of Educational Computing Research (2021) Vol. 59, Iss. 8, pp. 1682-1708
Closed Access | Times Cited: 81

A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration
Qi Zhang, Zhonggen Yu
Education and Information Technologies (2021) Vol. 26, Iss. 4, pp. 4507-4535
Closed Access | Times Cited: 80

Learning behavior, digital platforms for learning and its impact on university student’s motivations and knowledge development
Uzma Noor, Muhammad Younas, Hessah Saleh Aldayel, et al.
Frontiers in Psychology (2022) Vol. 13
Open Access | Times Cited: 40

Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement
Yunxiang Zheng, Junyi Zhang, Yumeng Li, et al.
Heliyon (2023) Vol. 10, Iss. 1, pp. e23490-e23490
Open Access | Times Cited: 24

The impact of augmented reality learning experiences based on the motivational design model: A meta-analysis
Febri Prasetya, Aprilla Fortuna, Agariadne Dwinggo Samala, et al.
Social Sciences & Humanities Open (2024) Vol. 10, pp. 100926-100926
Open Access | Times Cited: 11

Teacher support, academic engagement and learning anxiety in online foreign language learning
Xiaomeng Li, Falian Zhang, Peng Duan, et al.
British Journal of Educational Technology (2024) Vol. 55, Iss. 5, pp. 2151-2172
Closed Access | Times Cited: 9

Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review
Sindre Wennevold Gundersen, Γεώργιος Λαμπρόπουλος
Technologies (2025) Vol. 13, Iss. 3, pp. 113-113
Open Access | Times Cited: 1

Constructing an Online Sustainable Educational Model in COVID-19 Pandemic Environments
Zhonggen Yu, Wei Xu, Liheng Yu
Sustainability (2022) Vol. 14, Iss. 6, pp. 3598-3598
Open Access | Times Cited: 35

Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda
Ibtissem Daoudi
Education and Information Technologies (2022) Vol. 27, Iss. 8, pp. 11237-11266
Open Access | Times Cited: 31

Enhancing junior secondary students' learning outcomes in basic science and technology through PhET: A study in Nigeria
Damola Olugbade, Solomon Sunday Oyelere, Friday Joseph Agbo
Education and Information Technologies (2024) Vol. 29, Iss. 11, pp. 14035-14057
Closed Access | Times Cited: 6

Meta‐analyses of anxiety, motivation, performance, satisfaction, and self‐efficacy in virtual reality‐assisted language education
Zhonggen Yu, Peng Duan
Foreign Language Annals (2024) Vol. 57, Iss. 2, pp. 550-580
Closed Access | Times Cited: 6

Exploring the Influence of Perceived Usefulness and Perceived Ease of Use on Technology Engagement of Business Administration Instructors
Jaysone Christopher Bancoro
International Journal of Asian Business and Management (2024) Vol. 3, Iss. 2
Open Access | Times Cited: 6

Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation
Leonardo Madariaga, Carolina Allendes, Miguél Nussbaum, et al.
Computers & Education (2022) Vol. 193, pp. 104664-104664
Closed Access | Times Cited: 27

Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2
Agariadne Dwinggo Samala, Ljubiša Bojić, Diego Vergara, et al.
International Journal of Interactive Mobile Technologies (iJIM) (2023) Vol. 17, Iss. 18, pp. 33-54
Open Access | Times Cited: 12

Shaping the future of creative education: the transformative power of VR in art and design learning
Gabriela Mariah Serna-Mendiburu, Cristóbal Rodolfo Guerra-Tamez
Frontiers in Education (2024) Vol. 9
Closed Access | Times Cited: 4

Investigating the motivating factors that influence the adoption of blended learning for teachers’ professional development
Nisar Ahmed Dahri, Noraffandy Yahaya, Waleed Mugahed Al-Rahmi, et al.
Heliyon (2024) Vol. 10, Iss. 15, pp. e34900-e34900
Open Access | Times Cited: 4

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