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:

A qualitative investigation of student perceptions of game elements in a gamified course
Tugce Aldemir, Berkan Çelik, Göknur Kaplan Akilli
Computers in Human Behavior (2017) Vol. 78, pp. 235-254
Closed Access | Times Cited: 202

Showing 1-25 of 202 citing articles:

The impact of gamification on learning and instruction: A systematic review of empirical evidence
Zamzami Zainuddin, Samuel Kai Wah Chu, Muhammad Shujahat, et al.
Educational Research Review (2020) Vol. 30, pp. 100326-100326
Closed Access | Times Cited: 626

Gamification Applications in E-learning: A Literature Review
Awaz Naaman Saleem, Narmin Mohammed NOORI, Fezile Özdamlı
Technology Knowledge and Learning (2021) Vol. 27, Iss. 1, pp. 139-159
Closed Access | Times Cited: 328

Students' learning performance and perceived motivation in gamified flipped-class instruction
Zamzami Zainuddin
Computers & Education (2018) Vol. 126, pp. 75-88
Closed Access | Times Cited: 241

Can gamification help to improve education? Findings from a longitudinal study
Lisa-Maria Putz, Florian Hofbauer, Horst Treiblmaier
Computers in Human Behavior (2020) Vol. 110, pp. 106392-106392
Closed Access | Times Cited: 232

The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
Alessandra Antonaci, Roland Klemke, Marcus Specht
Informatics (2019) Vol. 6, Iss. 3, pp. 32-32
Open Access | Times Cited: 149

Effect of Digital Game-Based Learning on Student Engagement and Motivation
Muhammad Nadeem, Melinda Oroszlányová, Wael Farag
Computers (2023) Vol. 12, Iss. 9, pp. 177-177
Open Access | Times Cited: 58

How to improve user engagement and retention in mobile payment: A gamification affordance perspective
Lin Zhang, Zhen Shao, Jose Benitez, et al.
Decision Support Systems (2023) Vol. 168, pp. 113941-113941
Open Access | Times Cited: 53

The effects of player type on performance: A gamification case study
Christian López, Conrad S. Tucker
Computers in Human Behavior (2018) Vol. 91, pp. 333-345
Open Access | Times Cited: 146

The Shift to Gamification in Education: A Review on Dominant Issues
Kingsley Ofosu‐Ampong
Journal of Educational Technology Systems (2020) Vol. 49, Iss. 1, pp. 113-137
Open Access | Times Cited: 115

The effects of competition in digital game-based learning (DGBL): a meta-analysis
Ching‐Huei Chen, Chun-Chao Shih, Victor Law
Educational Technology Research and Development (2020) Vol. 68, Iss. 4, pp. 1855-1873
Closed Access | Times Cited: 108

The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis
Islam Alomari, Hosam Al‐Samarraie, Reem Yousef
Journal of Information Technology Education Research (2019) Vol. 18, pp. 395-417
Open Access | Times Cited: 103

Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante
María Carmen Pegalajar Palomino
Revista de Investigación Educativa (2021) Vol. 39, Iss. 1, pp. 169-188
Open Access | Times Cited: 81

A Bibliometric Analysis of Gamification Research
Manuel Trinidad, Mercedes Ruiz, Alejandro Calderón
IEEE Access (2021) Vol. 9, pp. 46505-46544
Open Access | Times Cited: 78

Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development
Leila Zahedi, Jasmine Batten, Monique Ross, et al.
Journal of Computing in Higher Education (2021) Vol. 33, Iss. 2, pp. 441-474
Closed Access | Times Cited: 71

Effects of gender and personality differences on students’ perception of game design elements in educational gamification
Mouna Denden, Ahmed Tlili, Fathi Essalmi, et al.
International Journal of Human-Computer Studies (2021) Vol. 154, pp. 102674-102674
Closed Access | Times Cited: 69

Motivating Students to Learn AI Through Social Networking Sites: A Case Study in Hong Kong
Davy Tsz Kit Ng, Kai Wa Chu
Online Learning (2021) Vol. 25, Iss. 1
Open Access | Times Cited: 61

Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction
Elham Alsadoon, Amirah Alkhawajah, Ashwag Bin Suhaim
Heliyon (2022) Vol. 8, Iss. 8, pp. e10249-e10249
Open Access | Times Cited: 53

Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation
Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis
Computers (2023) Vol. 12, Iss. 7, pp. 143-143
Open Access | Times Cited: 40

Gamification in EFL/ESL instruction: A systematic review of empirical research
Songcun Zhang, Zuwati Hasim
Frontiers in Psychology (2023) Vol. 13
Open Access | Times Cited: 39

A framework for gamification in the metaverse era: How designers envision gameful experience
Nibu John Thomas, Rupashree Baral, Oliver S. Crocco, et al.
Technological Forecasting and Social Change (2023) Vol. 193, pp. 122544-122544
Closed Access | Times Cited: 39

Use of gamification in English learning in Higher Education: A systematic review
Kevin Mario Laura-De La Cruz, Stefany Noa, Osbaldo Turpo-Gebera, et al.
Journal of Technology and Science Education (2023) Vol. 13, Iss. 2, pp. 480-480
Open Access | Times Cited: 24

How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training
Angela Cattoni, Francesca Anderle, Paola Venuti, et al.
International Journal of Child-Computer Interaction (2024) Vol. 39, pp. 100633-100633
Open Access | Times Cited: 12

Effectiveness of Gamification Elements in Blended Learning Environments
Can Meşe, Özcan Özgür Dursun
Turkish Online Journal of Distance Education (2019) Vol. 20, Iss. 3, pp. 119-142
Open Access | Times Cited: 70

Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits
Pakinee Ariya, Kitti Puritat
Education and Information Technologies (2021) Vol. 26, Iss. 4, pp. 4049-4067
Open Access | Times Cited: 55

The Dark Side of Narrow Gamification: Negative Impact of Assessment Gamification on Student Perceptions and Content Knowledge
Hee Yoon Kwon, Koray Özpolat
INFORMS Transactions on Education (2020) Vol. 21, Iss. 2, pp. 67-81
Open Access | Times Cited: 50

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