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:

Gamification Elements for Learning Applications
Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook, et al.
International Journal on Advanced Science Engineering and Information Technology (2016) Vol. 6, Iss. 6, pp. 868-868
Open Access | Times Cited: 96

Showing 1-25 of 96 citing articles:

The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm
Fernando Almeida, Jorge Simões
Contemporary Educational Technology (2019) Vol. 10, Iss. 2, pp. 120-136
Open Access | Times Cited: 253

MOOC 5.0: A Roadmap to the Future of Learning
Ishteyaaq Ahmad, Sonal Sharma, Rajesh Singh, et al.
Sustainability (2022) Vol. 14, Iss. 18, pp. 11199-11199
Open Access | Times Cited: 71

Gamification in Management Education: A Systematic Literature Review
Rui Silva, Ricardo Gouveia Rodrigues, Carmem Leal
BAR - Brazilian Administration Review (2019) Vol. 16, Iss. 2
Open Access | Times Cited: 83

Teaching Presence in Online Gamified Education for Sustainability Learning
Siti Nur Diyana Mahmud, Hazrati Husnin, Tuan Mastura Tuan Soh
Sustainability (2020) Vol. 12, Iss. 9, pp. 3801-3801
Open Access | Times Cited: 67

A Conceptual Engagement Framework for Gamified E-Learning Platform Activities
Mohammed Abdulaziz Alsubhi, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook
International Journal of Emerging Technologies in Learning (iJET) (2020) Vol. 15, Iss. 22, pp. 4-4
Open Access | Times Cited: 39

The Effects of Computer-Based Simulation Game and Virtual Reality Simulation in Nursing Students' Self-evaluated Clinical Reasoning Skills
Sara Havola, Elina Haavisto, Henna Mäkinen, et al.
CIN Computers Informatics Nursing (2021) Vol. 39, Iss. 11, pp. 725-735
Closed Access | Times Cited: 35

Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft
Szarmilaa Dewie Krishnan, Helmi Norman, Melor Md Yunus
Sustainability (2021) Vol. 13, Iss. 19, pp. 10817-10817
Open Access | Times Cited: 34

The impact of feedback elements in serious games on nursing learning outcomes: A systematic review and meta-analysis
Zhongqi Liu, Rongqin Yu, Xin Yao, et al.
Nurse Education Today (2025), pp. 106689-106689
Closed Access

A Wide View on Gamification
Deise Albertazzi, Marcelo Gitirana Gomes Ferreira, Fernando Antônio Forcellini
Technology Knowledge and Learning (2018) Vol. 24, Iss. 2, pp. 191-202
Closed Access | Times Cited: 39

AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE
Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook
Jurnal Teknologi (2019) Vol. 81, Iss. 2
Open Access | Times Cited: 35

Gamifying Motor Rehabilitation Therapies: Challenges and Opportunities of Immersive Technologies
Bruno Ferreira, Paulo Menezes
Information (2020) Vol. 11, Iss. 2, pp. 88-88
Open Access | Times Cited: 34

The impact of gamification on students learning engagement
Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook
International Journal of Power Electronics and Drive Systems/International Journal of Electrical and Computer Engineering (2020) Vol. 10, Iss. 5, pp. 4965-4965
Open Access | Times Cited: 33

Pendekatan Gamifikasi dalam Pembelajaran Bahasa Arab
Siti Rohani Jasni, Suhaila Zailani, Hakim Zainal
Journal of Fatwa Management and Research (2019), pp. 358-367
Open Access | Times Cited: 34

Gamification in management education - A literature mapping
Rui Silva, Ricardo Gouveia Rodrigues, Carmem Leal
Education and Information Technologies (2019) Vol. 25, Iss. 3, pp. 1803-1835
Closed Access | Times Cited: 34

Social norm-based gamification to promote eco-friendly food choice
Verena Berger
Journal of Consumer Marketing (2019) Vol. 36, Iss. 5, pp. 666-676
Closed Access | Times Cited: 27

Creating ESP-Based Language Learning Environment to Foster Critical Thinking Capabilities in Students’ Papers
Alina Karapetian
European Journal of Educational Research (2020) Vol. volume-9-2020, Iss. volume-9-issue-2-april-2020, pp. 717-728
Open Access | Times Cited: 24

Game Elements and Instruments for Assessing Nursing Students' Experiences in Learning Clinical Reasoning by Using Simulation Games: An Integrative Review
Sara Havola, Jaana‐Maija Koivisto, Henna Mäkinen, et al.
Clinical Simulation in Nursing (2020) Vol. 46, pp. 1-14
Closed Access | Times Cited: 24

Gamification-based learning framework for a programming course
Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook, et al.
(2017), pp. 1-6
Closed Access | Times Cited: 26

Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States
Iryna Zvarych, Світлана Калаур, Nataliya M. Prymachenko, et al.
European Journal of Educational Research (2019) Vol. volume-8-2019, Iss. volume8-issue3.html, pp. 875-891
Open Access | Times Cited: 25

Gamification in nursing
Nino Fijačko, Lucija Gosak, Nika Debeljak, et al.
Slovenian Nursing Review (2020) Vol. 54, Iss. 2, pp. 133-152
Open Access | Times Cited: 23

Measurement of the effects of e-learning courses gamification on motivation and satisfaction of students
Andrija Bernik, Goran Bubaš, Danijel Radošević
(2018), pp. 0806-0811
Closed Access | Times Cited: 23

Flipped Learning Methodology in Professional Training of Future Language Teachers
Інна Нікітова, Світлана Кутова, Tetiana Shvets, et al.
European Journal of Educational Research (2019) Vol. volume-9-2020, Iss. volume9-issue1.html, pp. 19-31
Open Access | Times Cited: 20

Design and Evaluation of an Engagement Framework for e-Learning Gamification
Mohammed Abdulaziz Alsubhi, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook
International Journal of Advanced Computer Science and Applications (2021) Vol. 12, Iss. 9
Open Access | Times Cited: 16

Programming Learning Requirements Based on Multi Perspectives
Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook, et al.
International Journal of Electrical and Computer Engineering (IJECE) (2017) Vol. 7, Iss. 3, pp. 1299-1299
Closed Access | Times Cited: 20

Methodology for developing gamification-based learning programming language framework
Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook, et al.
(2017), pp. 1-6
Closed Access | Times Cited: 19

Page 1 - Next Page

Scroll to top