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:

Game Factors and Game-Based Learning Design Model
Yen‐Ru Shi, Ju-Ling Shih
International Journal of Computer Games Technology (2015) Vol. 2015, pp. 1-11
Open Access | Times Cited: 164

Showing 1-25 of 164 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

Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles
Teemu H. Laine, Renny S. N. Lindberg
IEEE Transactions on Learning Technologies (2020) Vol. 13, Iss. 4, pp. 804-821
Open Access | Times Cited: 173

Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
Sarah Verschueren, Connor Buffel, Geert Vander Stichele
JMIR Serious Games (2019) Vol. 7, Iss. 2, pp. e11565-e11565
Open Access | Times Cited: 121

A meta‐analysis of research on digital game‐based science learning
Yu‐Ling Tsai, Chin‐Chung Tsai
Journal of Computer Assisted Learning (2020) Vol. 36, Iss. 3, pp. 280-294
Closed Access | Times Cited: 84

Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal
Carina Soledad González González, V. Muñoz, Pedro Antonio Toledo-Delgado, et al.
Sensors (2023) Vol. 23, Iss. 1, pp. 545-545
Open Access | Times Cited: 25

Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance
Shahrul Affendi Ishak, U.A. Hasran, Rosseni Din
Education Sciences (2023) Vol. 13, Iss. 2, pp. 102-102
Open Access | Times Cited: 24

Influence of problem-based learning games on effective computer programming learning in higher education
Chiung-Sui Chang, Chih‐Hung Chung, Julio Areck Chang
Educational Technology Research and Development (2020) Vol. 68, Iss. 5, pp. 2615-2634
Closed Access | Times Cited: 57

Incorporating fantasy into gamification promotes student learning and quality of online interaction
Shurui Bai, Khe Foon Hew, Donn Emmanuel Gonda, et al.
International Journal of Educational Technology in Higher Education (2022) Vol. 19, Iss. 1
Open Access | Times Cited: 35

Motivation is a game: Massively multiplayer online games as agents of motivation in higher education
Papia Bawa, Sunnie Lee Watson, William R. Watson
Computers & Education (2018) Vol. 123, pp. 174-194
Closed Access | Times Cited: 56

Let players evaluate serious games. Design and validation of the Serious Games Evaluation Scale
Emmanuel Fokides, Penelope Atsikpasi, Polyxeni Kaimara, et al.
ICGA Journal (2019) Vol. 41, Iss. 3, pp. 116-137
Closed Access | Times Cited: 50

Analyzing the Factors that Influence Learning Experience through Game Based Learning using Visual Novel Game for Learning Pancasila
James Andrew, Sue Henry, A.N. Yudhisthira, et al.
Procedia Computer Science (2019) Vol. 157, pp. 353-359
Open Access | Times Cited: 44

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
Ismael Edrein Espinosa‐Curiel, Edgar Efrén Pozas-Bogarin, Juan Martı́nez-Miranda, et al.
JMIR Serious Games (2020) Vol. 8, Iss. 3, pp. e21813-e21813
Open Access | Times Cited: 40

Effects of gender and different augmented reality learning systems on English vocabulary learning of elementary school students
Ting‐Chia Hsu
Universal Access in the Information Society (2017) Vol. 18, Iss. 2, pp. 315-325
Closed Access | Times Cited: 45

The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy
Yating Yu, Mengping Tsuei
Interactive Learning Environments (2022) Vol. 31, Iss. 10, pp. 6113-6132
Closed Access | Times Cited: 21

Conceptual Approach to the Pedagogy of Serious Games
María Rosa Fernández Sánchez, Alberto González-Fernández, Jesús Acevedo-Borrega
Information (2023) Vol. 14, Iss. 2, pp. 132-132
Open Access | Times Cited: 12

Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement
Ke Wang, Panpan Liu, Junyi Zhang, et al.
Sustainability (2023) Vol. 15, Iss. 7, pp. 5716-5716
Open Access | Times Cited: 12

Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers
María Fernández‐Raga, Darija Aleksić, Aysun Kapucugil İkiz, et al.
Sustainability (2023) Vol. 15, Iss. 4, pp. 3706-3706
Open Access | Times Cited: 11

Digital Games as a Tool for Gender Education: The Position of Educational Games and Independent Works in the Gaming Market
Veronika Šašalová, Miroslav Macák
Communication Today (2025), pp. 22-35
Closed Access

Factors Influencing the Subjective Learning Effectiveness of Serious Games
Emmanuel Fokides, Penelope Atsikpasi, Polyxeni Kaimara, et al.
Journal of Information Technology Education Research (2019) Vol. 18, pp. 437-466
Open Access | Times Cited: 31

Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
Shahrul Affendi Ishak, Rosseni Din, U.A. Hasran
Journal of Medical Internet Research (2020) Vol. 23, Iss. 2, pp. e20537-e20537
Open Access | Times Cited: 29

Exploring gamification design elements for mental health support
Emma Nuraihan Mior Ibrahim, Nurulfitrie Jamali, Ahmad Iqbal Hakim Suhaimi
International Journal of Advanced Technology and Engineering Exploration (2021) Vol. 8, Iss. 74, pp. 114-125
Open Access | Times Cited: 26

Game-Changer NPCs: Leveling-Up Technology Acceptance and Flow in a Digital Learning Quest
Tze Wei Liew, Yahdi Siradj, Su-Mae Tan, et al.
International Journal of Human-Computer Interaction (2024), pp. 1-22
Closed Access | Times Cited: 3

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