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 systematic review of serious games in medical education: quality of evidence and pedagogical strategy
Iouri Gorbanev, Sandra Agudelo-Londoño, Rafael A. González, et al.
Medical Education Online (2018) Vol. 23, Iss. 1, pp. 1438718-1438718
Open Access | Times Cited: 330

Showing 1-25 of 330 citing articles:

Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning
Jeanine Krath, Linda Schürmann, Harald F. O. von Korflesch
Computers in Human Behavior (2021) Vol. 125, pp. 106963-106963
Open Access | Times Cited: 565

Gamification of health professions education: a systematic review
A E J Van Gaalen, Jasperina Brouwer, Johanna Schönrock-Adema, et al.
Advances in Health Sciences Education (2020) Vol. 26, Iss. 2, pp. 683-711
Open Access | Times Cited: 410

The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction
Zhonggen Yu, Gao Ming-le, Lifei Wang
Journal of Educational Computing Research (2020) Vol. 59, Iss. 3, pp. 522-546
Closed Access | Times Cited: 238

Benefits of gamification in medical education
Kandamaran Krishnamurthy, Nikil Selvaraj, Palak Gupta, et al.
Clinical Anatomy (2022) Vol. 35, Iss. 6, pp. 795-807
Closed Access | Times Cited: 131

Serious Games and Gamification in Healthcare: A Meta-Review
Robertas Damaševičius, Rytis Maskeliūnas, Tomas Blažauskas
Information (2023) Vol. 14, Iss. 2, pp. 105-105
Open Access | Times Cited: 111

Game-based learning in medical education
Maosen Xu, Yong Luo, Yu Zhang, et al.
Frontiers in Public Health (2023) Vol. 11
Open Access | Times Cited: 103

Screen‐Based Simulation in Nursing School: Help Use and Self‐Regulated Learning
Guillaume Decormeille, Thomas Geeraerts, Médéric Descoins, et al.
Applied Cognitive Psychology (2025) Vol. 39, Iss. 2
Open Access | Times Cited: 3

Teaching anatomy using an active and engaging learning strategy
Keerti Singh, Ambadasu Bharatha, Bidyadhar Sa, et al.
BMC Medical Education (2019) Vol. 19, Iss. 1
Open Access | Times Cited: 135

Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
Nahid Sharifzadeh, Hadi Kharrazi, Elham Nazari, et al.
JMIR Serious Games (2019) Vol. 8, Iss. 1, pp. e13459-e13459
Open Access | Times Cited: 129

Interactive 3D Digital Models for Anatomy and Medical Education
Caroline Erolin
Advances in experimental medicine and biology (2019), pp. 1-16
Open Access | Times Cited: 112

Virtual reality and augmented reality in the management of intracranial tumors: A review
Chester Lee, George Kwok Chu Wong
Journal of Clinical Neuroscience (2019) Vol. 62, pp. 14-20
Closed Access | Times Cited: 79

Digital Game-Based Learning effectiveness assessment: Reflections on study design
Anissa All, Elena Núñez Castellar, Jan Van Looy
Computers & Education (2021) Vol. 167, pp. 104160-104160
Closed Access | Times Cited: 76

The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review
Steven Tran, Lorraine Smith, Sarira El‐Den, et al.
JMIR mhealth and uhealth (2021) Vol. 10, Iss. 2, pp. e30671-e30671
Open Access | Times Cited: 66

Process Skill and Student’s Interest for Mathematics Learning: Playing a Traditional Games
Kamid Kamid, Rohati Rohati, Hobri Hobri, et al.
International Journal of Instruction (2022) Vol. 15, Iss. 3, pp. 967-988
Open Access | Times Cited: 50

Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training
Serena Ricci, Andrea Calandrino, Giacomo Borgonovo, et al.
JMIR Serious Games (2022) Vol. 10, Iss. 1, pp. e28595-e28595
Open Access | Times Cited: 48

Nursing students' perceptions of online learning and its impact on knowledge level
Chiew Jiat Rosalind Siah, Chi-Ming Huang, Yuan Sheng Ryan Poon, et al.
Nurse Education Today (2022) Vol. 112, pp. 105327-105327
Closed Access | Times Cited: 42

Technologies in Home-Based Digital Rehabilitation: Scoping Review
A.R. Arntz, F. Parkes Weber, Marietta Handgraaf, et al.
JMIR Rehabilitation and Assistive Technologies (2023) Vol. 10, pp. e43615-e43615
Open Access | Times Cited: 38

Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
Muhammad Kamarul Kabilan, Nagaletchimee Annamalai, Kee-Man Chuah
Education and Information Technologies (2023) Vol. 28, Iss. 11, pp. 14249-14281
Open Access | Times Cited: 28

Redefining Health Education in the Post-Pandemic World
Raquel Simões de Almeida
Advances in medical education, research, and ethics (AMERE) book series (2023), pp. 1-25
Closed Access | Times Cited: 23

Serious Games and AI: Challenges and Opportunities for Computational Social Science
Jaime Pérez, Mario Castro, G. López
IEEE Access (2023) Vol. 11, pp. 62051-62061
Open Access | Times Cited: 23

Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review
Héctor González‐de la Torre, María-Naira Hernández-De Luis, Sergio Mies-Padilla, et al.
Nursing Reports (2024) Vol. 14, Iss. 2, pp. 1193-1211
Open Access | Times Cited: 10

Development and usability testing of a patient digital twin for critical care education: a mixed methods study
Lucrezia Rovati, Phillip Gary, Edin Cubro, et al.
Frontiers in Medicine (2024) Vol. 10
Open Access | Times Cited: 9

Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review
Sindre Wennevold Gundersen, Γεώργιος Λαμπρόπουλος
Technologies (2025) Vol. 13, Iss. 3, pp. 113-113
Open Access | Times Cited: 1

Game‐Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life
Rocío Lorenzo-Álvarez, Teodoro Rudolphi‐Solero, Miguel J. Ruiz-Gómez, et al.
Anatomical Sciences Education (2019) Vol. 13, Iss. 5, pp. 602-617
Closed Access | Times Cited: 76

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