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:

Designing Effective Gamified Learning Experiences
Yunjo An
International Journal of Technology in Education (2020) Vol. 3, Iss. 2, pp. 62-62
Open Access | Times Cited: 47

Showing 1-25 of 47 citing articles:

Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning
Xiuhan Li, Qi Xia, Samuel Kai Wah Chu, et al.
Sustainability (2022) Vol. 14, Iss. 12, pp. 7008-7008
Open Access | Times Cited: 50

Harnessing Big Data Analytics for Healthcare: A Comprehensive Review of Frameworks, Implications, Applications, and Impacts
Awais Ahmed, Rui Xi, Mengshu Hou, et al.
IEEE Access (2023) Vol. 11, pp. 112891-112928
Open Access | Times Cited: 38

Neurocognitive Profile of Creativity in Improving Academic Performance—A Scoping Review
Maria Tzachrista, Evgenia Gkintoni, Constantinos Halkiopoulos
Education Sciences (2023) Vol. 13, Iss. 11, pp. 1127-1127
Open Access | Times Cited: 28

Neurocognitive Profile of Creativity in Improving Academic Performance. A Scoping Review
Maria Tzachrista, Evgenia Gkintoni, Constantinos Halkiopoulos
(2023)
Open Access | Times Cited: 25

How gamification boosts learning in STEM higher education: a mixed methods study
Margarita Ortiz‐Rojas, Katherine Chiluiza, Martin Valcke, et al.
International Journal of STEM Education (2025) Vol. 12, Iss. 1
Open Access

Turning puzzle games into fashion: Exploring personal outfits through symbol-based clothing assembly
Farhad Ahmed Bhuyan, Md. Mahbubor Rahman, Md. Washim Akram, et al.
Fashion Style & Popular Culture (2025)
Closed Access

A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education
Carlos Peláez, Andrés Solano
Sustainability (2023) Vol. 15, Iss. 3, pp. 2385-2385
Open Access | Times Cited: 10

The effects of a gamified online course on pre-service teachers’ confidence, intention, and motivation in integrating technology into teaching
Min Lun Wu, Yuchun Zhou, Lan Li
Education and Information Technologies (2023) Vol. 28, Iss. 10, pp. 12903-12918
Open Access | Times Cited: 10

The Impact of Gamification on Doctoral Students’ Perceptions, Emotions, and Learning in an Online Environment
Yunjo An
TechTrends (2023) Vol. 67, Iss. 4, pp. 706-717
Closed Access | Times Cited: 9

Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors
Hilda Hadan, Leah Zhang-Kennedy, Lennart E. Nacke, et al.
Simulation & Gaming (2024) Vol. 55, Iss. 2, pp. 196-223
Open Access | Times Cited: 3

User Evaluation on a Mobile Augmented Reality Game-based Application as a Learning Tool for Biology
Meng Chun Lam, Soon Ming Lim, Siok Yee Tan
TEM Journal (2023), pp. 550-557
Open Access | Times Cited: 8

Gamifying ESL Classrooms through Gamified Teaching and Learning
Nur Syafiqah Yaccob, Siti Fatimah Abd. Rahman, Syamsul Nor Azlan Mohamad, et al.
Arab World English Journal (2022), Iss. 8, pp. 177-191
Open Access | Times Cited: 13

Gamified learning experience based on digital media and the application of virtual teaching robots in dance teaching
Shen Zhenyu
Entertainment Computing (2024) Vol. 52, pp. 100785-100785
Closed Access | Times Cited: 2

Factors Affecting Students‘ Willingness to Use Gamification in University Settings
Yousef Alrashed, Abeer Rasheed, Mohamed Gohari, et al.
International Journal of Information and Education Technology (2023) Vol. 13, Iss. 8, pp. 1222-1229
Open Access | Times Cited: 6

A Conceptual Model for Implementing Gamification in Education and Its Impact on Academic Performance
Omar Salah, Qadri Alzaghal
Lecture notes in networks and systems (2022), pp. 765-775
Closed Access | Times Cited: 8

Designing Worksheet Utilizing Minecraft in Guiding the Students to Arrange Recount Text
Heni Susanti, Harto Malik, Mohammad Syahrun Ibrahim
International Journal of Research and Review (2024) Vol. 11, Iss. 1, pp. 648-655
Open Access | Times Cited: 1

A health promotion program for older adults (KABAN!): effects on health literacy, quality of life, and emotions
Hua-I Hsu, Chih-Chi Liu, Stephanie Fu Yang, et al.
Educational Gerontology (2022) Vol. 49, Iss. 8, pp. 639-656
Closed Access | Times Cited: 6

The role of self-concordance for self-reported strategic, tactical, and operational eco-driving
Jule Kramer, Tibor Petzoldt
Transportation Research Part F Traffic Psychology and Behaviour (2021) Vol. 84, pp. 83-98
Closed Access | Times Cited: 5

A Qualitative Investigation of Team-Based Gamified Learning in an Online Environment
Yunjo An
Educational Process International Journal (2021) Vol. 10, Iss. 4
Open Access | Times Cited: 5

Adoption and Impact of Gamification in Jordanian Higher Education Institutes
Eslam Alharbi, Mohd Nordin Abdul Rahman
International Journal of Academic Research in Business and Social Sciences (2024) Vol. 14, Iss. 2
Open Access

A Game Design Approach to Failure to Enhance Learning Games
Sílvia Fornós, Sofie Beier
(2024) Vol. 17, pp. 78-84
Closed Access

Effects of Gamification on Student Achievement in Learning
Mageswaran Sanmugam
Advances in educational technologies and instructional design book series (2024), pp. 79-92
Closed Access

Level Up Literacy: Unveiling English Teachers' Gamified Learning Adventure in Primary Education
Tan Xiao Wei, Melor Md Yunus, Nur Ehsan Mohd Said
International Journal of Academic Research in Progressive Education and Development (2024) Vol. 13, Iss. 3
Open Access

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