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:

Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning
Sungjin Park, Sang‐Kyun Kim
Sustainability (2021) Vol. 13, Iss. 8, pp. 4267-4267
Open Access | Times Cited: 77

Showing 1-25 of 77 citing articles:

Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse
Sungjin Park, Sangkyun Kim
Sustainability (2022) Vol. 14, Iss. 3, pp. 1361-1361
Open Access | Times Cited: 217

Effectiveness of the flipped classroom model on students’ self-reported motivation and learning during the COVID-19 pandemic
José María Campillo Ferrer, Pedro Miralles Martínez
Humanities and Social Sciences Communications (2021) Vol. 8, Iss. 1
Open Access | Times Cited: 157

Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
Sungjin Park, Kyoungsoon Min, Sang‐Kyun Kim
Sustainability (2021) Vol. 13, Iss. 16, pp. 9121-9121
Open Access | Times Cited: 61

Game on! A state-of-the-art overview of doing business with gamification
Wamika Sharma, Weng Marc Lim, Satish Kumar, et al.
Technological Forecasting and Social Change (2023) Vol. 198, pp. 122988-122988
Open Access | Times Cited: 37

Modern Technologies and Gamification in Historical Education
Marina Moseikina, Saken Zh. Toktamysov, Svetlana Danshina
Simulation & Gaming (2022) Vol. 53, Iss. 2, pp. 135-156
Closed Access | Times Cited: 32

Design, implementation, and evaluation of an online flipped classroom with collaborative learning model in an undergraduate chemical engineering course
Lorico DS. Lapitan, Aldrin Lorrenz A. Chan, Noel S. Sabarillo, et al.
Education for Chemical Engineers (2023) Vol. 43, pp. 58-72
Closed Access | Times Cited: 20

Enhancing TOEFL Performance and Student Motivation through Integrated Flipped and Gamified Learning in Online Settings
Safnil Arsyad, Budi Waluyo, Ira Maisarah
Human Behavior and Emerging Technologies (2024) Vol. 2024, pp. 1-14
Open Access | Times Cited: 7

Developing Gamified Learning Management Systems to Increase Student Engagement in Online Learning Environments
Singgih Subiyantoro, I Nyoman Sudana Degeng, Dedi Kuswandi, et al.
International Journal of Information and Education Technology (2024) Vol. 14, Iss. 1, pp. 26-33
Open Access | Times Cited: 6

The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions
Hana Dler Ahmed, Gülsüm Aşıksoy
Sustainability (2021) Vol. 13, Iss. 18, pp. 10163-10163
Open Access | Times Cited: 28

Use of Gamification in Primary and Secondary Education: A Systematic Literature Review
Ana Vrcelj, Nataša Hoić-Božić, Martina Holenko Dlab
International Journal of Educational Methodology (2022) Vol. 9, Iss. 1, pp. 13-27
Open Access | Times Cited: 20

Knowledge and Food Sustainability: the Metaverse as a New Economic-Environmental Paradigm
Flavio Boccia, Daniela Covino
Journal of the Knowledge Economy (2023) Vol. 15, Iss. 3, pp. 14841-14854
Open Access | Times Cited: 12

Revolutionizing the Impact of Education Using Advanced Online Tools
Mohammad Shahnawaz Shaikh, Syed Ibad Ali
IGI Global eBooks (2025), pp. 471-488
Closed Access

How gamification affordances reduce academic burnout in online learning: the mediating role of positive psychological capital
Xiuquan Wang, Saeid Motevalli, Wei Huang
Interactive Technology and Smart Education (2025)
Closed Access

A Reliability Generalization Meta-Analysis of the Science Motivation Questionnaire II
Dilek Karaca, Bahadır Namdar, Fulden Guler-Nalbantoglu, et al.
Research Square (Research Square) (2025)
Closed Access

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

Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
Mohammed Mohammed, Amal Fatemah, Lobna Hassan
Simulation & Gaming (2024) Vol. 55, Iss. 4, pp. 600-636
Open Access | Times Cited: 3

Gamified grammar learning in online English courses in Thai higher education
Budi Waluyo, Sirikhun Phanrangsee, Wararat Whanchit
Online Journal of Communication and Media Technologies (2023) Vol. 13, Iss. 4, pp. e202354-e202354
Open Access | Times Cited: 8

Assessing the Role of Python Programming Gamified Course on Students’ Knowledge, Skills Performance, Attitude, and Self-Efficacy
Manuel B. Garcia, Teodoro F. Revano
2021 IEEE 13th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM) (2021), pp. 1-5
Open Access | Times Cited: 18

Online Teaching Skills and Competencies
Rashmi Mehrotra, Ram Murat Verma, Manita Devi, et al.
World Journal of English Language (2022) Vol. 12, Iss. 3, pp. 187-187
Open Access | Times Cited: 13

Exploring the Online Gamified Learning Intentions of College Students: A Technology-Learning Behavior Acceptance Model
Haoqun Yan, Hongfeng Zhang, Shaodan Su, et al.
Applied Sciences (2022) Vol. 12, Iss. 24, pp. 12966-12966
Open Access | Times Cited: 13

Using Escape Rooms as Evaluation Tool in Active Learning Contexts
Pedro Juan Roig, Salvador Alcaraz, Katja Gilly, et al.
Education Sciences (2023) Vol. 13, Iss. 6, pp. 535-535
Open Access | Times Cited: 7

Gamification in e-learning: A Systematic Review of Benefits, Challenges, and Future Possibilities
Pingalan Gejandran, Norazilawati Abdullah
Journal of Logistics Informatics and Service Science (2024) Vol. 11, Iss. 2
Open Access | Times Cited: 2

The Flipped Classroom Optimized Through Gamification and Team-Based Learning
Sergio Francisco Sargo Ferreira Lopes, Jorge Simões, Justino Lourenço, et al.
Open Education Studies (2024) Vol. 6, Iss. 1
Open Access | Times Cited: 2

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