OpenAlex Citation Counts

OpenAlex Citations Logo

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:

Effectiveness of Gamification in Flipped Learning
Abdullah Yasin Gündüz, Buket Akkoyunlu
SAGE Open (2020) Vol. 10, Iss. 4
Open Access | Times Cited: 39

Showing 1-25 of 39 citing articles:

Gamification of e-learning in higher education: a systematic literature review
Amina Khaldi, Rokia Bouzidi, Fahima Nader
Smart Learning Environments (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 162

Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework
Samia Drissi, Aida Chefrour, Karima Boussaha, et al.
Education and Information Technologies (2024)
Closed Access | Times Cited: 9

Enhancing TOEFL Performance and Student Motivation through Integrated Flipped and Gamified Learning in Online Settings
Safnil Arsyad, Budi Waluyo, Ira Maisarah
Human Behavior and Emerging Technologies (2024) Vol. 2024, pp. 1-14
Open Access | Times Cited: 5

Effect of gamified flipped classroom on improving nursing students’ skills competency and learning motivation: a randomized controlled trial
Mohamed E. H. Elzeky, Heba M. M. Elhabashy, Wafaa Ali, et al.
BMC Nursing (2022) Vol. 21, Iss. 1
Open Access | Times Cited: 23

Integrating Social–Emotional Learning Into Gamified Flipped Classrooms: Impacts on Emotion Regulation, Achievement and Communication Tendency
Vu Thanh Tam Nguyen, Hsiu‐Ling Chen, Van‐Dinh Nguyen
Journal of Computer Assisted Learning (2025) Vol. 41, Iss. 1
Closed Access

Enhancing Usability in Gamified Computer Programming Courses for Higher Education
Fazli Azzali, Azizi Abas, Roshidi Din
(2025) Vol. 2, Iss. 1, pp. 1-11
Open Access

The Learning Effects in Immersive Technologies
Kai Pata, Terje Väljataga
Lecture notes in networks and systems (2025), pp. 98-108
Open Access

Digital educational escape game design for STEM higher education
Mira E. Gruber, Stefanie Faßbender
Frontiers in Education (2025) Vol. 10
Open Access

The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions
Hana Dler Ahmed, Gülsüm Aşıksoy
Sustainability (2021) Vol. 13, Iss. 18, pp. 10163-10163
Open Access | Times Cited: 28

Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses
Gilberto Huesca, Gabriela Campos, Mónica Larre, et al.
Education Sciences (2023) Vol. 13, Iss. 5, pp. 474-474
Open Access | Times Cited: 9

Distance Learning Activation in Higher Education
Аigul Medeshova, Аkmaral Kassymova, Zhazira Mutalova, et al.
European Journal of Contemporary Education (2022) Vol. 11, Iss. 3
Open Access | Times Cited: 12

The Flexibility of the Flipped Classroom for the Design of Mediated and Self-regulated Learning Scenarios
Ingrid Noguera, Paulina Guerra, Shqiponjë Ahmedi
RIED Revista Iberoamericana de Educación a Distancia (2023) Vol. 26, Iss. 2, pp. 155-173
Open Access | Times Cited: 7

Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023
Jiyuan Zeng, Daner Sun, Chee‐Kit Looi, et al.
British Journal of Educational Technology (2024) Vol. 55, Iss. 6, pp. 2478-2502
Closed Access | Times Cited: 2

Gamification in the Flipped Classroom
Zamzami Zainuddin, Samuel Kai Wah Chu, Corinne Jacqueline Perera
(2024), pp. 115-165
Closed Access | Times Cited: 2

Gamified flipped classroom in education: a systematic review
Wan Masitah Wan Majid, Farah M. Zain, Siti Noor Ismail
International Journal of Evaluation and Research in Education (IJERE) (2024) Vol. 13, Iss. 3, pp. 1610-1610
Open Access | Times Cited: 1

The Effect of Gamification on Math Achievement, Motivation, and Learning Strategies in Flipped Classrooms
Fatma Pehlivan, Taner Arabacıoğlu
International journal of education and literacy studies (2023) Vol. 11, Iss. 4, pp. 309-317
Open Access | Times Cited: 3

Flipped Learning and Gamification in Information Technologies and Software Course
Gülseren Tarhan, Gülcan Öztürk
International Journal of Contemporary Educational Research (2022) Vol. 9, Iss. 1, pp. 62-77
Open Access | Times Cited: 4

Understanding the effects of gamification on work engagement: The role of basic need satisfaction and enjoyment among millennials
Gunawan Wibisono, Yuli Setiawan, Budi Aprianda, et al.
Cogent Business & Management (2023) Vol. 10, Iss. 3
Open Access | Times Cited: 2

Page 1 - Next Page

Scroll to top