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:

Multiple intelligences and video games: Assessment and intervention with TOI software
Pablo Garmen, Celestino Rodríguez, Patricia García‐Redondo, et al.
Comunicar (2018) Vol. 27, Iss. 58, pp. 95-104
Open Access | Times Cited: 30

Showing 1-25 of 30 citing articles:

Serious Games and Their Effect Improving Attention in Students with Learning Disabilities
Patricia García‐Redondo, Trinidad García, Débora Areces, et al.
International Journal of Environmental Research and Public Health (2019) Vol. 16, Iss. 14, pp. 2480-2480
Open Access | Times Cited: 81

Application of gamification in Early Childhood Education and Primary Education: thematic analysis
‪Alejandro Lorenzo-Lledó‬, Elena Pérez Vázquez, Eliseo Andréu Cabrera, et al.
Retos (2023) Vol. 50, pp. 858-875
Open Access | Times Cited: 7

Luces, sombras y retos del profesorado entorno a la gamificación apoyada en TIC: un estudio con maestros en formación
Mercedes Romero Rodrigo, María López Marí
Revista Electrónica Interuniversitaria de Formación del Profesorado (2021) Vol. 24, Iss. 2
Open Access | Times Cited: 16

Impact on the video game industry during the COVID-19 pandemic
Luz Erneidys Cordero Ortiz, Héctor Tillerias, Christian Chimbo, et al.
Athenea (2020) Vol. 1, Iss. 1, pp. 5-13
Open Access | Times Cited: 11

Análisis del estado del arte sobre el uso de los videojuegos en Educación Infantil y Primaria
Diana Marín Suelves, María Isabel Vidal Esteve, Donatella Donato, et al.
Innoeduca International Journal of Technology and Educational Innovation (2021) Vol. 7, Iss. 2, pp. 4-18
Open Access | Times Cited: 10

Board game on sexually transmitted infections for imprisoned women
Isaiane da Silva Carvalho, Ryanne Carolynne Marques Gomes Mendes, Laís Helena de Souza Soares Lima, et al.
BMC Women s Health (2024) Vol. 24, Iss. 1
Open Access | Times Cited: 1

Percepciones de los estudiantes de Educación Secundaria sobre el valor educativo de los videojuegos y su diseño como estrategia pedagógica
Yolanda Mojena Wilce, Irina Salcines Talledo
Revista Virtual Universidad Católica del Norte (2021), Iss. 64, pp. 5-40
Open Access | Times Cited: 6

Visiones sobre la gamificación como estrategia metodológica inclusiva en educación primaria
María López Marí, Jose Peirats Chacón, Ángel San Martín Alonso
Aloma Revista de Psicologia Ciències de l Educació i de l Esport (2022) Vol. 40, Iss. 2, pp. 59-69
Open Access | Times Cited: 4

Diseño y programación de un videojuego educativo Un caso de estudio en Educación Primaria.
Blas González Alba, Pablo Cortés González
RELATEC Revista Latinoamericana de Tecnología Educativa (2023) Vol. 22, Iss. 1, pp. 155-172
Open Access | Times Cited: 2

Aplicación lúdica de la realidad aumentada (RA) en el Museo de Ciencias en Madrid, España
Irene Camps-Ortueta, Luis Deltell Escolar, Sergio Gutiérrez Manjón
Revista Electrónica Educare (2023) Vol. 27, Iss. 2, pp. 1-17
Open Access | Times Cited: 2

Datos, Herramientas Digitales y Aprendizaje Significativo: Un analisis en el Contexto Educativo Actual
Juan Carlos Cotrina-Aliaga, Danny Alonso Lizarzaburu Aguinaga, Teresa Marianella Gonzales Moncada, et al.
Data & Metadata (2023) Vol. 2, pp. 96-96
Open Access | Times Cited: 2

Computational Technology as a Tool for Integration of the Different Intellectual Capabilities in the Classroom with Children
Francisco Javier Álvarez Rodríguez, Arturo Barajas Saavedra, Ana Cecilia Oviedo de Luna
Lecture notes in computer science (2023), pp. 190-199
Closed Access | Times Cited: 1

OS EFEITOS DOS JOGOS ELETRÔNICOS PARA ESTIMULAÇÃO DAS FUNÇÕES COGNITIVAS COM CRIANÇAS E ADOLESCENTES: UMA REVISÃO DA LITERATURA
Alana Gabriela de Araujo Passos, Maria Samira Costa Alves, Salma Suellen Ingelsrud Leal, et al.
Revista Contemporânea (2024) Vol. 4, Iss. 1, pp. 4632-4661
Open Access

Impact of gamification on school engagement: a systematic review
J. Ruíz, Ana Dolores Vargas Sánchez, Óscar Rafael Boude Figueredo
Frontiers in Education (2024) Vol. 9
Open Access

Experiencia STEM: desarrollo del pensamiento matemático a través de videojuegos meteorológicos
Juan Guillermo Ramírez-Orozco
Revista Colombiana de Educación (2022), Iss. 85, pp. 147-164
Open Access | Times Cited: 2

A teoria das Inteligências Múltiplas contextualizada com Educação, Neurociência e Pensamento computacional: uma revisão de literatura
Carlos Eduardo Pereira de Quadros, Alessandro de Lima Bicho, Diana F. Adamatti
Informática na educação teoria & prática (2020) Vol. 23, Iss. 2 Mai/Ago
Open Access | Times Cited: 2

Tangible user interface design for learners with different multiple intelligence
Salintip Sudsanguan, Sakchai Tangwannawit, Thippaya Chintakovid
International Journal of Power Electronics and Drive Systems/International Journal of Electrical and Computer Engineering (2021) Vol. 11, Iss. 4, pp. 3381-3381
Open Access | Times Cited: 2

Panorama de las intervenciones psicológicas virtuales en Hispanoamérica y España antes de la pandemia COVID-19. Revisión documental
Felipe Escobar Arango, Adriana Milena Florez Torres, María Judith Estrada Jiménez, et al.
Revista Virtual Universidad Católica del Norte (2022), Iss. 67, pp. 217-248
Open Access | Times Cited: 1

Can serious games measure your cognitive profile in adults? An innovative proposal to evaluate and stimulate cognitive skills
Pablo Garmen, Débora Areces, Trinidad García, et al.
Universal Access in the Information Society (2022) Vol. 23, Iss. 1, pp. 155-166
Open Access | Times Cited: 1

Prediksi Kecerdasan Majemuk Terhadap Gaya Mengajar
Hasanuddin Hasanuddin, Erlina Sari Siregar
Edukasi Islami Jurnal Pendidikan Islam (2022) Vol. 11, Iss. 03, pp. 743-743
Open Access | Times Cited: 1

Educational Augmented Reality Serious Games for People with Developmental Disabilities: A Brief Review of the Research Literature
Deyby Huamanchahua, Rodrigo Carrillo-Valverde, Alonso Delgado-Lorino, et al.
2022 IEEE 13th Annual Ubiquitous Computing, Electronics & Mobile Communication Conference (UEMCON) (2022), pp. 0217-0222
Closed Access | Times Cited: 1

Technological Resources to Stimulate Multiple Intelligences: Verbal-Linguistic and Logical-Mathematical
Mónica Bolaños-Pasquel, Micaela Silva-Barragán, Pamela Acosta-Rodas, et al.
Advances in intelligent systems and computing (2021), pp. 159-164
Closed Access | Times Cited: 1

The Effect of APAT Strategy on Developing Speaking Skills among First Year AL-Azhar Secondary Stage Students
محمد حسين يوسف أبوضلام, عطية عبد القادر الطناني, علي أحمد عامر, et al.
التربية (الأزهر) مجلة علمية محکمة للبحوث التربوية والنفسية والاجتماعية) (2023) Vol. 42, Iss. 199, pp. 575-603
Open Access

Siendo líder con inteligencias tecnológicas
Lilia Sánchez–Rivera, Marta Nieves Espericueta-Medina, Temístocles Muñoz López, et al.
Revista Teoría Educativa (2020), pp. 13-20
Open Access

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