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:

Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Christo Dichev, Darina Dicheva
International Journal of Educational Technology in Higher Education (2017) Vol. 14, Iss. 1
Open Access | Times Cited: 1040

Showing 1-25 of 1040 citing articles:

The Gamification of Learning: a Meta-analysis
Michael Sailer, Lisa Homner
Educational Psychology Review (2019) Vol. 32, Iss. 1, pp. 77-112
Open Access | Times Cited: 838

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

Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
Shurui Bai, Khe Foon Hew, Biyun Huang
Educational Research Review (2020) Vol. 30, pp. 100322-100322
Closed Access | Times Cited: 483

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

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
Derya Orhan Göksün, Gülden Gürsoy
Computers & Education (2019) Vol. 135, pp. 15-29
Closed Access | Times Cited: 362

Computer-based technology and student engagement: a critical review of the literature
Laura A. Schindler, Gary J Burkholder, Osama A. Morad, et al.
International Journal of Educational Technology in Higher Education (2017) Vol. 14, Iss. 1
Open Access | Times Cited: 350

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: 331

Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement
Biyun Huang, Khe Foon Hew, Chung Kwan Lo
Interactive Learning Environments (2018) Vol. 27, Iss. 8, pp. 1106-1126
Closed Access | Times Cited: 327

The impact of gamification on students’ learning, engagement and behavior based on their personality traits
Rodrigo Smiderle, Sandro José Rigo, Leonardo Brandão Marques, et al.
Smart Learning Environments (2020) Vol. 7, Iss. 1
Open Access | Times Cited: 319

The effect of challenge-based gamification on learning: An experiment in the context of statistics education
Nikoletta-Zampeta Legaki, Nannan Xi, Juho Hamari, et al.
International Journal of Human-Computer Studies (2020) Vol. 144, pp. 102496-102496
Open Access | Times Cited: 260

A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement
Chung Kwan Lo, Khe Foon Hew
Interactive Learning Environments (2018) Vol. 28, Iss. 4, pp. 464-481
Closed Access | Times Cited: 240

Analysing gamification elements in educational environments using an existing Gamification taxonomy
Armando M. Toda, Ana Carolina Tomé Klock, Wilk Oliveira, et al.
Smart Learning Environments (2019) Vol. 6, Iss. 1
Open Access | Times Cited: 225

Gamification in Action
Chrystal Rutledge, Catharine M. Walsh, Nathan Swinger, et al.
Academic Medicine (2018) Vol. 93, Iss. 7, pp. 1014-1020
Open Access | Times Cited: 199

Gamification and online consumer decisions: Is the game over?
Sandra Tobón, J. Ruiz-Alba, Jesús García de Madariaga
Decision Support Systems (2019) Vol. 128, pp. 113167-113167
Open Access | Times Cited: 182

Gamification of in‐class activities in flipped classroom lectures
Michael Sailer, Maximilian Sailer
British Journal of Educational Technology (2020) Vol. 52, Iss. 1, pp. 75-90
Open Access | Times Cited: 171

Gamification as Online Teaching Strategy During COVID-19: A Mini-Review
Francisco Nieto-Escámez, Lola Roldán-Tapia
Frontiers in Psychology (2021) Vol. 12
Open Access | Times Cited: 166

Gamification of e-learning in higher education: a systematic literature review
Amina Khaldi, Rokia Bouzidi, Fahima Nader
Smart Learning Environments (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 166

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

A systematic review of the use of gamification in flipped learning
Murat Ekici
Education and Information Technologies (2021) Vol. 26, Iss. 3, pp. 3327-3346
Closed Access | Times Cited: 117

Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review
Fazlida Dahalan, Norlidah Alias, Mohd Shahril Nizam Shaharom
Education and Information Technologies (2023) Vol. 29, Iss. 2, pp. 1279-1317
Open Access | Times Cited: 102

Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study
Luiz Rodrigues, Filipe Dwan Pereira, Armando M. Toda, et al.
International Journal of Educational Technology in Higher Education (2022) Vol. 19, Iss. 1
Open Access | Times Cited: 78

Gamification in Education
Athanasios Christopoulos, Stylianos Mystakidis
Encyclopedia (2023) Vol. 3, Iss. 4, pp. 1223-1243
Open Access | Times Cited: 64

The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow
Omer Sami Kaya, Erinç Erçağ
Education and Information Technologies (2023) Vol. 28, Iss. 8, pp. 10053-10078
Open Access | Times Cited: 52

Using gamification to support learning in K‐12 education: A systematic literature review
Hojjat Dehghanzadeh, Mohammadreza Farrokhnia, Hossein Dehghanzadeh, et al.
British Journal of Educational Technology (2023) Vol. 55, Iss. 1, pp. 34-70
Closed Access | Times Cited: 52

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