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Vittorio Marone

Biographic Data

ID98060
NAMEVittorio Marone
GIVEN NAMESVittorio
FAMILY NAMEMarone
SIGNATUREMARONE V
AFFILIATIONSThe University of Texas at San Antonio
ORCID0000-0002-0412-4989
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS17
WORKS AS AUTHOR11
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2025
H-INDEX3
  • In Minutes Instead of Weeks

    Open Access•T M Paulus, Vittorio Marone•ARTICLE•Qualitative Inquiry•2025•Cited by: 11•References: 20

    The use of qualitative data analysis software (QDAS) platforms have always posed a dilemma for researchers, and the integration of generative artificial intelligence (AI) tools are complexifying this relationship even further. The way QDAS companies are positioning this new development will impact how researchers understand what qualitative analysis is and what it could be. Using discourse analysis methods, we explored how ATLAS.ti, NVivo, and MA…

  • Transformative Practices in Engineering Education

    Open Access•Robin Nelson, Vittorio Marone et al.•ARTICLE•IEEE Transactions on Education•2021

    Contribution: This study extends the embedded expert literature by examining a cross-college partnership between engineering and education faculty and its impact on the engineering faculty's teaching practices. Background: Previous embedded expert models focused on disciplinary expert models that required extensive educational training to prepare embedded experts to work with instructors to transform courses using active learning strategies. Inte…

  • What’s So Awesome with YouTube”

    Open Access•Vittorio Marone, Ruben C Rodriguez•ARTICLE•Online Journal of Communication…•2019

    The widespread popularity of video-centered social media like YouTube, Vimeo, and DailyMotion is fostering new ways of teaching and learning music online. These media allow producers of educational content to reach, interact with, and respond to a global audience of interested viewers. Through a multimodal analysis approach, this study examined guitar-related lessons, tutorials, and reviews created and shared by artists and enthusiasts who reache…

  • Multimodal Representations of Prejudice on Vine

    Open Access•Marcos de R Antuna, Vittorio Marone•ARTICLE•Komunikacija i kultura online•2017

    The widespread access to wireless and mobile connectivity, the increasing popularity of social media, and the pervasiveness of portable devices such as smartphones and tablets are offering unprecedented opportunities for expressing and sharing personal understandings and representations of the world. This technology-mediated and hyper-connected milieu offers a fertile ground for representing, enacting, and counteracting antisocial outlooks and be…

  • Looping out loud

    Open Access•Vittorio Marone•ARTICLE•European Journal of Humour Research•2017•Cited by: 3•References: 12

    Launched in 2013, Vine is a popular microblogging service that allows users to record, edit, and share six-second videos that loop ad libitum, until another video is selected. At this time, the communicative, expressive, and semiotic affordances of Vine and similar services have still to be fully explored by users and scholars alike. Through a multimodal analysis approach drawing on New London Group’s (1996) work, this paper investigates how peop…

  • Learning in parking lots

    Open Access•Anthony D Neely, Vittorio Marone•ARTICLE•Learning Culture and Social…•2016

  • Playful Constructivism

    Open Access•Vittorio Marone•ARTICLE•Journal of Virtual Worlds Research•2016

    The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well as a blueprint for making sense of playful learning and creativity in virtual worlds an…

  • Learning how to learn by solving bizarre problems

    Open Access•Vittorio Marone, Cary Staples et al.•ARTICLE•On the Horizon The International…•2016•References: 1

    Purpose In this paper, the authors present the insights and takeaways related to their experience with the design and development of ProblemUp!, a card game focused on helping higher education students develop personal strategies to overcome challenges in college and in life. Design/methodology/approach This paper presents a case study with analysis of and reflections on the design and development of an educational card game. Findings The design …

  • Keep in mind that I will be improving”

    Open Access•Vittorio Marone•ARTICLE•Online Journal of Communication…•2015

    Creating, sharing, and critiquing user-generated content are increasingly common practices in online environments, as users become active producers, reviewers, and promoters, not just consumers, of content. This paper investigates the functions of the opening posts in an online discussion forum dedicated to user-generated game levels (i.e., mini-games) designed with the LittleBigPlanet digital game series. In the analyzed community, the first pos…

  • Online humour as a community-building cushioning glue

    Open Access•Vittorio Marone•ARTICLE•European Journal of Humour Research•2015•Cited by: 3•References: 14

    This article examines the uses and functions of humour in an online community of gamers and nonprofessional game designers who present and critique user-generated artefacts created with the popular game series LittleBigPlanet. Findings show that participants use humour and "good humour" to achieve a variety of social goals: to veil statements of ability and effort, alleviate negative comments, present user-generated content, attract new players, …

  • From Discussion Forum to Discursive Studio

    Open Access•Vittorio Marone•ARTICLE•Games and Culture•2014•References: 8

    In recent years, playful design environments and digital games have been offering increasingly accessible programming tools and integrated editors, significantly expanding opportunities for the creation and sharing of user-generated content. These practices have engendered the diffusion of participatory online environments in which users present, discuss, and critique their creations. This study analyzes one of these design-driven environments de…

  • In Minutes Instead of Weeks

    Open Access•T M Paulus, Vittorio Marone•ARTICLE•Qualitative Inquiry•2025•Cited by: 11•References: 20

    The use of qualitative data analysis software (QDAS) platforms have always posed a dilemma for researchers, and the integration of generative artificial intelligence (AI) tools are complexifying this relationship even further. The way QDAS companies are positioning this new development will impact how researchers understand what qualitative analysis is and what it could be. Using discourse analysis methods, we explored how ATLAS.ti, NVivo, and MA…

  • Looping out loud

    Open Access•Vittorio Marone•ARTICLE•European Journal of Humour Research•2017•Cited by: 3•References: 12

    Launched in 2013, Vine is a popular microblogging service that allows users to record, edit, and share six-second videos that loop ad libitum, until another video is selected. At this time, the communicative, expressive, and semiotic affordances of Vine and similar services have still to be fully explored by users and scholars alike. Through a multimodal analysis approach drawing on New London Group’s (1996) work, this paper investigates how peop…

  • Online humour as a community-building cushioning glue

    Open Access•Vittorio Marone•ARTICLE•European Journal of Humour Research•2015•Cited by: 3•References: 14

    This article examines the uses and functions of humour in an online community of gamers and nonprofessional game designers who present and critique user-generated artefacts created with the popular game series LittleBigPlanet. Findings show that participants use humour and "good humour" to achieve a variety of social goals: to veil statements of ability and effort, alleviate negative comments, present user-generated content, attract new players, …

  • From Discussion Forum to Discursive Studio

    Open Access•Vittorio Marone•ARTICLE•Games and Culture•2014•References: 8

    In recent years, playful design environments and digital games have been offering increasingly accessible programming tools and integrated editors, significantly expanding opportunities for the creation and sharing of user-generated content. These practices have engendered the diffusion of participatory online environments in which users present, discuss, and critique their creations. This study analyzes one of these design-driven environments de…

  • Keep in mind that I will be improving”

    Open Access•Vittorio Marone•ARTICLE•Online Journal of Communication…•2015

    Creating, sharing, and critiquing user-generated content are increasingly common practices in online environments, as users become active producers, reviewers, and promoters, not just consumers, of content. This paper investigates the functions of the opening posts in an online discussion forum dedicated to user-generated game levels (i.e., mini-games) designed with the LittleBigPlanet digital game series. In the analyzed community, the first pos…

  • Online humour as a community-building cushioning glue

    Open Access•Vittorio Marone•ARTICLE•European Journal of Humour Research•2015•Cited by: 3•References: 14

    This article examines the uses and functions of humour in an online community of gamers and nonprofessional game designers who present and critique user-generated artefacts created with the popular game series LittleBigPlanet. Findings show that participants use humour and "good humour" to achieve a variety of social goals: to veil statements of ability and effort, alleviate negative comments, present user-generated content, attract new players, …

  • Learning in parking lots

    Open Access•Anthony D Neely, Vittorio Marone•ARTICLE•Learning Culture and Social…•2016

  • Playful Constructivism

    Open Access•Vittorio Marone•ARTICLE•Journal of Virtual Worlds Research•2016

    The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well as a blueprint for making sense of playful learning and creativity in virtual worlds an…

  • Learning how to learn by solving bizarre problems

    Open Access•Vittorio Marone, Cary Staples et al.•ARTICLE•On the Horizon The International…•2016•References: 1

    Purpose In this paper, the authors present the insights and takeaways related to their experience with the design and development of ProblemUp!, a card game focused on helping higher education students develop personal strategies to overcome challenges in college and in life. Design/methodology/approach This paper presents a case study with analysis of and reflections on the design and development of an educational card game. Findings The design …

  • Multimodal Representations of Prejudice on Vine

    Open Access•Marcos de R Antuna, Vittorio Marone•ARTICLE•Komunikacija i kultura online•2017

    The widespread access to wireless and mobile connectivity, the increasing popularity of social media, and the pervasiveness of portable devices such as smartphones and tablets are offering unprecedented opportunities for expressing and sharing personal understandings and representations of the world. This technology-mediated and hyper-connected milieu offers a fertile ground for representing, enacting, and counteracting antisocial outlooks and be…

  • Looping out loud

    Open Access•Vittorio Marone•ARTICLE•European Journal of Humour Research•2017•Cited by: 3•References: 12

    Launched in 2013, Vine is a popular microblogging service that allows users to record, edit, and share six-second videos that loop ad libitum, until another video is selected. At this time, the communicative, expressive, and semiotic affordances of Vine and similar services have still to be fully explored by users and scholars alike. Through a multimodal analysis approach drawing on New London Group’s (1996) work, this paper investigates how peop…

  • What’s So Awesome with YouTube”

    Open Access•Vittorio Marone, Ruben C Rodriguez•ARTICLE•Online Journal of Communication…•2019

    The widespread popularity of video-centered social media like YouTube, Vimeo, and DailyMotion is fostering new ways of teaching and learning music online. These media allow producers of educational content to reach, interact with, and respond to a global audience of interested viewers. Through a multimodal analysis approach, this study examined guitar-related lessons, tutorials, and reviews created and shared by artists and enthusiasts who reache…

  • Transformative Practices in Engineering Education

    Open Access•Robin Nelson, Vittorio Marone et al.•ARTICLE•IEEE Transactions on Education•2021

    Contribution: This study extends the embedded expert literature by examining a cross-college partnership between engineering and education faculty and its impact on the engineering faculty's teaching practices. Background: Previous embedded expert models focused on disciplinary expert models that required extensive educational training to prepare embedded experts to work with instructors to transform courses using active learning strategies. Inte…

  • In Minutes Instead of Weeks

    Open Access•T M Paulus, Vittorio Marone•ARTICLE•Qualitative Inquiry•2025•Cited by: 11•References: 20

    The use of qualitative data analysis software (QDAS) platforms have always posed a dilemma for researchers, and the integration of generative artificial intelligence (AI) tools are complexifying this relationship even further. The way QDAS companies are positioning this new development will impact how researchers understand what qualitative analysis is and what it could be. Using discourse analysis methods, we explored how ATLAS.ti, NVivo, and MA…

Computer Science (8 works) · Psychology (7 works) · Sociology (7 works) · Digital Games and Media (4 works) · Multimedia (4 works) · Pedagogy (4 works) · Social Psychology (4 works) · World Wide Web (4 works) · Affordance (3 works) · Creativity (3 works)

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