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.

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Showing 1-25 of 60 citing articles:

Unraveling Effects of AI Chatbots on EFL Learners’ Language Skill Development: A Meta-analysis
WU Xue-qing, Rui Li
The Asia-Pacific Education Researcher (2024)
Closed Access | Times Cited: 9

Research trends of game‐based language learning in K‐12 education: A systematic review of SSCI articles during 2009–2022
Lu Yang, Rui Li, Yu Zhou
Journal of Computer Assisted Learning (2024) Vol. 40, Iss. 3, pp. 1218-1230
Closed Access | Times Cited: 8

Gamification in education: A citation network analysis using CitNetExplorer
Ritesh Chugh, Darren Turnbull
Contemporary Educational Technology (2023) Vol. 15, Iss. 2, pp. ep405-ep405
Open Access | Times Cited: 20

Effects of Robot-Assisted Language Learning on English-as-a-Foreign-Language Skill Development
WU Xue-qing, Rui Li
Journal of Educational Computing Research (2024) Vol. 62, Iss. 4, pp. 1010-1034
Open Access | Times Cited: 6

Learning Vocabulary in the App Store by EFL College Students
Reima Al-Jarf
International Journal of Social Science and Human Research (2022) Vol. 05, Iss. 01
Open Access | Times Cited: 26

An Empirical Study on the Effects of Using Kahoot as a Game-Based Learning Tool on EFL Learners’ Vocabulary Recall and Retention
Alim Al Ayub Ahmed, Biju Theruvil Sayed, Ismail Suardi Wekke, et al.
Education Research International (2022) Vol. 2022, pp. 1-10
Open Access | Times Cited: 24

Extending the UTAUT Model of Gamified English Vocabulary Applications by Adding New Personality Constructs
Kexin Zhang, Zhonggen Yu
Sustainability (2022) Vol. 14, Iss. 10, pp. 6259-6259
Open Access | Times Cited: 24

Investigating effects of computer-mediated feedback on L2 vocabulary learning
Rui Li
Computers & Education (2023) Vol. 198, pp. 104763-104763
Closed Access | Times Cited: 15

A review of theories, pedagogies and vocabulary learning tasks of English vocabulary learning apps for Chinese EFL learners
C Li
Journal of China Computer-Assisted Language Learning (2024) Vol. 4, Iss. 2, pp. 346-375
Open Access | Times Cited: 4

Effects of blended language learning on EFL learners' language performance: An activity theory approach
Rui Li
Journal of Computer Assisted Learning (2022) Vol. 38, Iss. 5, pp. 1273-1285
Closed Access | Times Cited: 21

An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching
Muhammet Demirbilek, Tarık Talan, Khadeegha Alzouebi
International Journal of Technology in Education (2022) Vol. 5, Iss. 4, pp. 654-668
Open Access | Times Cited: 18

Impact of Teenage EFL Learners’ Psychological Needs on Learning Engagement and Behavioral Intention in Synchronous Online English Courses
Sijing Zhou, Zhu Huiling, Yu Zhou
Sustainability (2022) Vol. 14, Iss. 17, pp. 10468-10468
Open Access | Times Cited: 17

The Effects of Mobile Game-Based Learning on Saudi EFL Foundation Year Students’ Vocabulary Acquisition
Amal Abdullah Alhebshi, Nada Gamlo
Arab World English Journal (2022) Vol. 13, Iss. 1, pp. 408-425
Open Access | Times Cited: 14

Contextualized Game-Based Language Learning: Retrospect and Prospect
Lu Yang, Rui Li
Journal of Educational Computing Research (2023) Vol. 62, Iss. 1, pp. 357-375
Closed Access | Times Cited: 8

BASIC PSYCHOLOGICAL NEEDS, MOTIVATION, AND FOREIGN LANGUAGE VOCABULARY LEARNING STRATEGIES AND SKILLS OF INDONESIAN UNIVERSITY STUDENTS
Alpino Susanto, Yunisa Oktavia, Tety Kumalasari, et al.
International Journal of Education (2024) Vol. 17, Iss. 1, pp. 51-60
Open Access | Times Cited: 2

Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials
Min-Jae Lee, Su‐Jin Shin, Miji Lee, et al.
BMC Medical Education (2024) Vol. 24, Iss. 1
Open Access | Times Cited: 2

Learning English vocabulary through playing games: the gamification design of vocabulary learning applications and learner evaluations
Ya Gao, Lin Pan
Language Learning Journal (2023) Vol. 51, Iss. 4, pp. 451-471
Closed Access | Times Cited: 6

Infusing Communication Skills into Financial Accounting Curriculum: A Perspective from the Digital Era
Nuwan Lakmal Hettiarachchi, Tamil Selvan Subramaniam, Sarala Thulasi Palpanadan, et al.
International Journal of Information and Education Technology (2023) Vol. 13, Iss. 4, pp. 664-672
Open Access | Times Cited: 5

Examining Chinese EFL learners’ acceptance of mobile-assisted vocabulary learning applications and its influencing factors
Yining Han, Chen Chen
Journal of China Computer-Assisted Language Learning (2024)
Open Access | Times Cited: 1

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