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:

Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation
Ahmad Ridho Rojabi, Slamet Setiawan, Ahmad Munir, et al.
Frontiers in Education (2022) Vol. 7
Open Access | Times Cited: 16

Showing 16 citing articles:

Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance
Iván Miguel García-López, Elizabeth Acosta Gonzaga, Elena Fabiola Ruiz Ledesma
Education Sciences (2023) Vol. 13, Iss. 8, pp. 813-813
Open Access | Times Cited: 19

Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students
Ahmed Alsswey, Malakeh Z. Malak
Learning and Motivation (2024) Vol. 87, pp. 101993-101993
Closed Access | Times Cited: 5

The Use of Gamification in English Learning for Sustainable Development Goals (Sdgs): a Case Study in a Junior High School English Club
Fitria Aftinia, Ahmad Munir, Him’mawan Adi Nugroho
Journal of Lifestyle and SDGs Review (2025) Vol. 5, Iss. 3, pp. e04941-e04941
Closed Access

Shaping Emotional Intelligence with Gamification Techniques
Yuliia Fedorova, Тетяна Бондаренко, Juraj Mikuš, et al.
Lecture notes in networks and systems (2024), pp. 455-463
Closed Access | Times Cited: 2

EFL learners’ perception and attitude in synchronous meetings through Zoom videoconferencing
Ahmad Ridho Rojabi, Praptika Septi Femilia
JEES (Journal of English Educators Society) (2023) Vol. 8, Iss. 1
Open Access | Times Cited: 4

The impact of a gamified approach on vocabulary learning and vocabulary self-efficacy: evidence from a chilean primary EFL school
Marco Cancino, Camila Viguera
Revista de Lingüística y Lenguas Aplicadas (2024) Vol. 19, pp. 33-43
Open Access

A Qualitative Meta-Analysis of Kahoot! in Language Instruction
Hasan Sağlamel, Mehmet Akif Yıldırım
Journal of Qualitative Research in Education (2024), Iss. 39, pp. 69-94
Open Access

Understanding Educators’ Hesitation to Adopt Tailored Digital Gamification
Duong Hoai Lan, Vo Thi Kim Oanh
Psychological Science and Education (2024) Vol. 29, Iss. 6, pp. 67-80
Open Access

Engaging Secondary School Learners in a Vocabulary Course through a Spinning Wheel Game
Maulinasari Nur Laila, Ahmad Ridho Rojabi, Moch. Imam Machfudi
PIONEER Journal of Language and Literature (2023) Vol. 15, Iss. 2, pp. 304-304
Open Access | Times Cited: 1

Effect of Using Kahoot! As A Digital Game-Based Formative Assessment Tool in Enhancing Nursing Students’ Knowledge and Learning Motivation
Heba Fakieh Mansy Ali, Marwa Abd-El-Gawad Mousa, Esraa Elsayed Rushdan
Deleted Journal (2022) Vol. 13, Iss. 4, pp. 1907-1921
Open Access | Times Cited: 1

Mastering English Vocabulary through Toontastics Application
Syamsiarna Nappu, Nur Qalby, Maemuna Muhayyang
Journal of English Language Teaching and Applied Linguistics (2023) Vol. 5, Iss. 4, pp. 01-06
Open Access

EFL Learners’ Experiences of Using E-Learning in an English Course
Nur Maulida Ifkarina, Ahmad Ridho Rojabi
JET ADI BUANA (2023) Vol. 8, Iss. 02, pp. 167-178
Open Access

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