Most of these resources do not deal directly with machinima, but with the more general topic of storytelling in education. Machinima is an animation technique that can be incorporated into the classroom to encourage storytelling among students. Storytelling is a powerful tool that can be used to increase learning across the curriculum.
References (listed in no particular order):
Tsou, W., Wang, W., & Tzeng, Y. (2006). Applying a multimedia storytelling website in foreign language learning. Computers & Education, 47(1), 17-28. doi:10.1016/j.compedu.2004.08.013
Jonassen, D. & Hernandez-Serrano, J. (2002). Case-Based Reasoning and Instructional Design: Using Stories to Support Problem Solving. Educational Technology Research and Development, 50(2), 65-77.
Sadik, A. (2008). Digital storytelling: a meaningful technology-integrated approach for engaged student learning. Educational Technology Research & Development, 56(4), 487-506. doi:10.1007/s11423-008-9091-8
Egan, K. (1989). Memory, Imagination, and Learning: Connected by the Story. The Phi Delta Kappan, 70(6), 455-459.
Laurillard, D. (1998). Multimedia and the learner’s experience of narrative. Computers & Education, 31(2), 229-242. doi:10.1016/S0360-1315(98)00041-4
Susono, H., Shimomura, T., Oda, K., Ono, E. & Kuratani, Y. (2007). Creating Digital and Analog Storytelling for Collaborative Learning. In R. Carlsen et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2007 (pp. 653-657). Chesapeake, VA: AACE.
King, N. (2007). Developing Imagination, Creativity, and Literacy through Collaborative Storymaking: A Way of Knowing. Harvard Educational Review, 77(2), 204-227.
Garzotto, F., & Forfori, M. (2006). FaTe2. In Proceeding of the 2006 conference on Interaction design and children – IDC ’06 (p. 113). Presented at the Proceeding of the 2006 conference, Tampere, Finland. doi:10.1145/1139073.1139102
Wright, C., Bacigalupa, C., Black, T. & Burton, M. (2007). Windows into Children’s Thinking: A Guide to StorytellinGame Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environmentsg and Dramatization. Early Childhood Education Journal, 35(4), 363-369. doi:10.1007/s10643-007-0189-0
Dickey, M. D. (2005). Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research & Development, 53(2), 67-83.
Dickey, M. (2006). Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments. Educational Technology Research & Development, 54(3), 245-263. doi:10.1007/s11423-006-8806-y
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20. doi:10.1145/950566.950595
Papadimitriou, C. H. (2003). MythematiCS. ACM SIGCSE Bulletin, 35(4), 7. doi:10.1145/960492.960494
Casey, B., Kersh, J. E., & Young, J. M. (2004). Storytelling sagas: an effective medium for teaching early childhood mathematics. Early Childhood Research Quarterly, 19(1), 167-172. doi:10.1016/j.ecresq.2004.01.011
Casey, B., Erkut, S., Ceder, I., & Young, J. M.Use of a storytelling context to improve girls’ and boys’ geometry skills in kindergarten. Journal of Applied Developmental Psychology, 29(1), 29-48. doi:10.1016/j.appdev.2007.10.005
Goral, M., Gnadinger, C. (2006). Using storytelling to teach mathematics concepts: Mary Barr Goral and Cindy Meyers Gnadinger share their experiences in using storytelling as a powerful catalyst for young children’s mathematical learning. The Free Library.