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Min Lun "Alan" Wu

Min Lun Alan Wu
Associate Professor
Educational Studies
Patton Hall 302K

Dr. Min Lun (Alan) Wu holds a B.A. in British and American Literature and a M.A. in Teaching English to Speakers of Other Languages (TESOL), both from Tamkang University in Taipei, Taiwan. He also holds a Ph.D. in Educational Psychology and Educational Technology from Michigan State University. Dr. Wu teaches undergraduate courses in technological applications in education and graduate courses with emphases on player motivations to learn via gameplay, and the design, research, and implementation of digital game-based learning (DGBL). He has expertise in online teaching and learning, technology education in teacher preparation, educational game design, computational thinking skills, and computer-assisted language learning (CALL).

Research, Engagement and Outreach Interests: Digital Game-Based Learning (DGBL), Gamification, Computational Thinking in Educational Game Design, Artificial Intelligence in Education (AIED), Computer-Assisted Language Learning (CALL), Instructional Leadership, Technology Education in Teacher Preparation, Instructional Design, Online and Hybrid Education

Most Research Publications

Wu, M. L., & Zhou, Y. (2025) Boosting Teachers’ STEM instructional preparedness through an open-source tools technology integration online course. Journal of Education and Information Technologies (2024 impact factor 5.4).

Ren, X, & Wu, M. L.  (2025) Examining teaching competencies and challenges while integrating artificial intelligence in higher education. TechTrends. Advance Online (2025 impact factor 2.2).

Zhou, Y., Gutterman, T, & Wu, M. L. (2025). Empowering student learning through a technology-enhanced active learning (TEAL) community: a convergent mixed methods case study. Caribbean Journal of Mixed Methods Research.

Khazzal, A., Moon, H., & Wu, M. L.  (2025) Effective instructional strategies for coping with stressors in a synchronous online technology integration course for pre-service teachers. Oxford Intersections, Oxford University Press.

Kocatas, O, & Wu, M. L. (2024). Instructional technology faculty’s perspectives on artificial intelligence in higher education. Journal of Ethnographic and Qualitative Research, 17(1), 283-291.

Zhou, Y., Wu, M. L., & Liu, Y. (2024). Exploring students’ self-directed and collaborative learning in research courses: A comparison of in-person and written-response interviewing. Journal of Ethnographic and Qualitative Research, 17(1), 237-250.

Wu, M. L. (2023). Teachers’ Perceptions of Implementing Digital Game-Based Learning: A Convergent Mixed Methods Study. Italian Journal of Educational Technology. 31(3), 7-20.

Wu, M. L., Zhou, Y., & Li, L. (2023). The Effects of a Gamified Online Course on Pre-service Teachers’ Confidence, Intention, and Motivation in Integrating Technology into Teaching. Journal of Education and Information Technology, Springer. (2023 impact factor 5.5)

Wu, M. L., Li, L., & Zhou, Y. (2023). Enhancing Technology Leaders’ Instructional Leadership through a Project-Based Learning Online Course. STEM Education3(2), 89-102.

Zhou, Y. & Wu, M. L. (2022). Reported Methodological Challenges in Empirical Mixed Methods Articles: A Review on JMMR and IJMRA. Journal of Mixed Methods Research, 16(1), 47-63 (2022 impact factor 7.8).

Dani, D. E., Wu, M. L., Hartman, Kessler, G., S. L., Gibbs-Grey, T. M., Liu, C., & Francis J. (2020). Leveraging Partnerships to Support Community-Based Learning in a College of Education. In M. C.P.O. Okojie and T. C. Boulder (Eds.), Handbook of Research on Adult Learning in Higher Education. IGI Global.

Wu, M. L. (2018). Making Sense of Digital Game-Based Learning: A Learning Theory-Based Typology Useful for Teachers. Journal of Studies in Education, 8(4), 1-14.

Wu, M. L. (2018). Educational Game Design as Gateway for Operationalizing Computational Thinking Skills Among Middle School Students. International Journal of Education Studies, 11(4), 15-28.

Wu, M. L., Richards, K., & Saw, K. G. (2014). Examining a Massively Multiplayer Online Role-Playing Game as a Digital Game-Based Learning Platform: Mixed Method Case Study on Motivations for Communicative Language Use. Special Issue on Digital Game-Based Learning in Journal of Computers in the Schools, 31(1-2), 65-83, Taylor & Francis.