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Most cited papers in Educational Games and Gamification

Educational Games and Gamification

What are the most cited papers in Educational Games and Gamification?

The most cited paper in Educational Games and Gamification is "Mastering the game of Go with deep neural networks and tree search" (David Lawrence Silver, Aja Huang, Chris J. Maddison et al., 2016), with 16,121 citations. Next come "Mastering the game of Go without human knowledge" (9,370) and "The role of deliberate practice in the acquisition of expert performance." (9,052).

Showing 50 of 99 papers. Every paper with more than 750 citations is listed.

Most cited papers, sortable by citations and release date
#Paper
1 Mastering the game of Go with deep neural networks and tree search David Lawrence Silver, Aja Huang, Chris J. Maddison et al. · Nature 26 Jan 2016 16,121
2 Mastering the game of Go without human knowledge David Lawrence Silver, Julian Schrittwieser, Karen Simonyan et al. · Nature Oct 2017 9,370
3 The role of deliberate practice in the acquisition of expert performance. K. Anders Ericsson, Ralf T. Krampe, Clemens Tesch‐Römer · Psychological Review Jul 1993 9,052
4 From game design elements to gamefulness Sebastian Deterding, Dan Dixon, Rilla Khaled et al. Conference paper 28 Sep 2011 8,256
5 What Video Games Have to Teach Us about Learning and Literacy James Paul Gee · Education + Training Open access May 2004 6,681
6 Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification Juho Hamari, Jonna Koivisto, Harri Sarsa Conference paperOpen access 2014 5,081
7 Games, Motivation, and Learning: A Research and Practice Model Rosemary Garris, Robert H. Ahlers, James E. Driskell · Simulation & Gaming Dec 2002 3,217
8 Experiential Learning Helen LaVan, Cameron Carley · Simulation & Games Jun 1984 3,167
9 A systematic literature review of empirical evidence on computer games and serious games Thomas M Connolly, Elizabeth A. Boyle, Ewan MacArthur et al. · Computers & Education ReviewOpen access 23 Mar 2012 2,881
10 Behavioral Expressions and Biosocial Bases of Sensation Seeking Marvin Zuckerman Jun 1994 2,688
11 Gamification in theory and action: A survey Katie Seaborn, Deborah I. Fels · International Journal of Human-Computer Studies Open access 5 Oct 2014 2,499
12 Computational Thinking in K–12 Shuchi Grover, Roy D. Pea · Educational Researcher 2013 2,496
13 Gamification. using game-design elements in non-gaming contexts Sebastian Deterding, Miguel Sicart, Lennart E. Nacke et al. Conference paper 7 May 2011 2,397
14 Expert and Novice Performance in Solving Physics Problems Jill Larkin, John McDermott, Dorothea P. Simon et al. · Science 20 Jun 1980 2,127
15 GameFlow Penelope Sweetser, Peta A. Wyeth · Computers in entertainment Jul 2005 2,110
16 Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach. FRED G. W. C. PAAS · Journal of Educational Psychology Open access Dec 1992 2,064
17 How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction Michael F. Sailer, Jan Ulrich Hense, Sarah Katharina Mayr et al. · Computers in Human Behavior Open access 23 Dec 2016 2,037
18 Measuring and defining the experience of immersion in games Charlene I. Jennett, Anna L. Cox, Paul A. Cairns et al. · International Journal of Human-Computer Studies 8 May 2008 2,018
19 Gamifying learning experiences: Practical implications and outcomes Adrián Domínguez‐Díaz, Joseba Saenz-de-Navarrete, Luis de‐Marcos et al. · Computers & Education Open access 11 Jan 2013 2,017
20 Adaptive Hypermedia Peter L. Brusilovsky · User Modeling and User-Adapted Interaction Open access Mar 2001 2,001
21 Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance Michael D. Hanus, Jesse Fox · Computers & Education 15 Sep 2014 1,910
22 A meta-analysis of the cognitive and motivational effects of serious games. Pieter Jozef Wouters, Christof van Nimwegen, Herre van Oostendorp et al. · Journal of Educational Psychology Review 4 Feb 2013 1,844
23 Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis Zahira Merchant, Ernest T. Goetz, Lauren Cıfuentes et al. · Computers & Education Review 6 Aug 2013 1,817
24 The rise of motivational information systems: A review of gamification research Jonna Koivisto, Juho Hamari · International Journal of Information Management Open access 10 Dec 2018 1,735
25 Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning Juho Hamari, David J. Shernoff, Elizabeth Ashman Rowe et al. · Computers in Human Behavior Open access 15 Aug 2015 1,703
26 Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation Marina Papastergiou · Computers & Education 28 Jul 2008 1,690
27 Foundations of Game-Based Learning Jan L. Plass, Bruce D. Homer, Charles K. Kinzer · Educational Psychologist Open access 2 Oct 2015 1,688
28 Cognitive load during problem solving: Effects on learning John Sweller · Cognitive Science Jun 1988 1,687
29 Bringing computational thinking to K-12 Valerie Barr, Chris G. Stephenson · ACM Inroads 25 Feb 2011 1,682
30 Immersive Interfaces for Engagement and Learning Chris Dede · Science 2009 1,663
31 Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Diana I. Córdova, Mark R. Lepper · Journal of Educational Psychology Dec 1996 1,532
32 Foundations of Sport and Exercise Psychology Robert S. Weinberg, Daniel R. Gould 1995 1,483
33 Adding immersive virtual reality to a science lab simulation causes more presence but less learning Guido Makransky, Thomas S. Terkildsen, Richard E. Mayer · Learning and Instruction 26 Dec 2017 1,476
34 Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning Matt Dunleavy, Chris Dede, Rebecca Mitchell · Journal of Science Education and Technology 2 Sep 2008 1,461
35 Digital game-based learning: Towards an experiential gaming model Kristian Juha Mikael Kiili · The Internet and Higher Education 2005 1,449
36 Demystifying computational thinking Valerie J. Shute, Chen Sun, Jodi Asbell‐Clarke · Educational Research Review Open access 21 Sep 2017 1,439
37 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 Open access 20 Feb 2017 1,439
38 The Gamification of Learning: a Meta-analysis Michael F. Sailer, Lisa Homner · Educational Psychology Review ReviewOpen access 15 Aug 2019 1,432
39 The Scratch Programming Language and Environment John H. Maloney, Mitchel Resnick, Natalie Rusk et al. · ACM Transactions on Computing Education Nov 2010 1,412
40 A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES. Laura Freina, Michela Ott · eLearning and Software for Education Conference paper 23 Apr 2015 1,408
41 The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality Guido Makransky, Gustav Bøg Petersen · Educational Psychology Review Open access 6 Jan 2021 1,365
42 Review on teaching and learning of computational thinking through programming: What is next for K-12? Sze Yee Lye, Joyce Hwee Ling Koh · Computers in Human Behavior 30 Sep 2014 1,325
43 Gamification for health and wellbeing: A systematic review of the literature Daniel Johnson, Sebastian Deterding, Kerri-Ann Kuhn et al. · Internet Interventions ReviewOpen access Nov 2016 1,304
44 Student engagement in high school classrooms from the perspective of flow theory. David J. Shernoff, Mihály Csíkszentmihályi, Barbara Shneider et al. · School Psychology Quarterly 2003 1,239
45 Digital Games, Design, and Learning Douglas B. Clark, Emily E. Tanner‐Smith, Stephen S. Killingsworth · Review of Educational Research Open access 16 Apr 2015 1,239
46 Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. Richard N. Van Eck · UND Scholarly Commons (University of North Dakota) 2006 1,181
47 Designing games with a purpose Luis von Ahn, Laura Dabbish · Communications of the ACM Open access 29 Jul 2008 1,169
48 Playing an Action Video Game Reduces Gender Differences in Spatial Cognition Jing Feng, Ian Spence, Jay Pratt · Psychological Science 24 Sep 2007 1,162
49 A grounded investigation of game immersion Emily Brown, Paul A. Cairns Conference paper 24 Apr 2004 1,153
50 An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games Elizabeth A. Boyle, Thomas Hainey, Thomas M Connolly et al. · Computers & Education Review 10 Nov 2015 1,138

Citations are OpenAlex's own counts, from its 2026-09-23 snapshot, so the ranking can differ from Google Scholar or Web of Science. A paper is listed for a field when OpenAlex files it under one of the field's topics; retracted papers and papers whose citation count cannot be traced to citing works are left out, and a preprint and the article it became are shown once. Release dates are OpenAlex's: where a source gave only a month or a year, that is what is shown. How the lists are chosen.