Teomara Rutherford

dblp:33/10755 · DBLP profile ↗
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16ranked-venue papers
1as first author
8since 2021 · last 2026
0000-0001-7978-2532ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 11 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 10 · 6 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 When to Check In?: Identifying Early Signs of Student Struggle at Various Cut-Points in CS1 Course Data
Abigail Liu, Sammy Alashoush, Austin Cory Bart, Teomara Rutherford, Nazim Karaca, John Aromando, Matthew Louis Mauriello
ITiCSE (1)4
2025 Analyzing Computational Thinking Gameplay: Identifying Struggles and the Role of Experience
Sotheara Veng, Ekaterina Bergwall, Teomara Rutherford
SIGCSE (2)4
2024 The CS1 Python Bakery: A Modern "Batteries Included" Open-Source Curriculum with All the Fixings
abstract
Despite rising enrollment, CS Education struggles with training adequate educators, leading to increased teaching loads. Open-source teaching materials alleviate this by streamlining course preparation. Yet, there is a scarcity of free, open curricula that offer a contemporary coding experience while covering CS fundamentals. To address this gap, we introduce the CS1 Python Bakery curriculum with a "Batteries Included" approach, aiming to furnish instructors with comprehensive teaching resources. This curriculum refines an earlier open-source CS1 with detailed lesson plans, slides, rubrics, reference answers, student answers, and more. We present the learning content in a cross-platform, autograded textbook format and embrace modern Python features such as Dataclasses and static types. We deployed the curriculum in multiple university CS1 courses and collected data on the tradeoffs of our approach. This paper offers a thorough self-assessment based on student learning outcomes, code snapshot analyses, and reflection via the TEC Rubric for curriculum evaluation. Although we improved teacher accessibility, the change in student learning outcomes was unexpectedly minimal. Recognizing room for advancement, we conclude with recommendations for our next iteration to emphasize Equity, Community, and Identity.
Austin Cory Bart, Megan Englert, John Aromando, Hye Rin Lee, Teomara Rutherford
ITiCSE (1)5
2022 Predictive Student Modelling in an Online Reading Platform
abstract
Use of technology-enhanced education and online learning systems has become more popular, especially after COVID-19. These systems capture a rich array of data as students interact with them. Predicting student performance is an essential part of technology-enhanced education systems to enable the generation of hints and provide recommendations to students. Typically, this is done through use of data on student interactions with questions without utilizing important data on the temporal ordering of students’ other interaction behavior, (e.g., reading, video watching). In this paper, we hypothesize that to predict students’ question performance, it is necessary to (i) consider other learning activities beyond question-answering and (ii) understand how these activities are related to question-solving behavior. We collected middle school physical science students’ data within a K12 reading platform, Actively Learn. This platform provides reading-support to students and collects trace data on their use of the system. We propose a transformer-based model to predict students' question scores utilizing question interaction and reading-related behaviors. Our findings show that integrating question attempts and reading-related behaviors results in better predictive power compared to using only question attempt features. The interpretable visualization of the transformer’s attention can be helpful for teachers to make tailored interventions in students’ learning.
Effat Farhana, Teomara Rutherford, Collin F. Lynch
AAAI2
2022 Grade 5 Students' Elective Replay After Experiencing Failures in Learning Fractions in an Educational Game: When Does Replay After Failures Benefit Learning?
abstract
Despite theoretical benefits of replayability in educational games, empirical studies have found mixed evidence about the effects of replaying a previously passed game (i.e., elective replay) on students’ learning. Particularly, we know little about behavioral features of students’ elective replay process after experiencing failures (i.e., interruptive elective replay) and the relationships between these features and learning outcomes. In this study, we analyzed 5th graders’ log data from an educational game, ST Math, when they studied fractions—one of the most important but challenging math topics. We systematically constructed interruptive elective replay features by following students’ sequential behaviors after failing a game and investigated the relationships between these features and students’ post-test performance, after taking into account pretest performance and in-game performance. Descriptive statistics of the features we constructed revealed individual differences in the elective replay process after failures in terms of when to start replaying, what to replay, and how to replay. Moreover, a Bayesian multi-model linear regression showed that interruptive elective replay after failures might be beneficial for students if they chose to replay previously passed games when failing at a higher, more difficult level in the current game and if they passed the replayed games.
Teomara Rutherford
LAK2
2021 Feedback and Self-Regulated Learning in Science Reading
Effat Farhana, Andrew Potter, Teomara Rutherford, Collin F. Lynch
EDM3
2021 Work-in-Progress-Design and Evaluation of Mixed Reality Programs for Cybersecurity Education
abstract
With the shortage of cybersecurity professionals, there is a critical need to train more young-generation cybersecurity professionals to fill the gap. In this work, we designed interactive activities that make abstract cybersecurity concepts more tangible by using exciting new mixed reality (MR) technology to teach cybersecurity skills and raise the potential interest in cybersecurity careers for middle school students. We plan to analyze the immersive experience, situational interest, and workload after the experiment to study the participants' learning performance and user experience.
Chien-Chung Shen, Yan-Ming Chiou, Chrystalla Mouza, Teomara Rutherford
iLRN4
2021 Using Clickstream Data Mining Techniques to Understand and Support First-Generation College Students in an Online Chemistry Course
abstract
Although online courses can provide students with a high-quality and flexible learning experience, one of the caveats is that they require high levels of self-regulation. This added hurdle may have negative consequences for first-generation college students. In order to better understand and support students’ self-regulated learning, we examined a fully online Chemistry course with high enrollment (N = 312) and a high percentage of first-generation college students (65.70%). Using students’ lecture video clickstream data, we created two indicators of self-regulated learning: lecture video completion and time management. Performing a k-means clustering on these indicators uncovered four distinct self-regulated learning patterns: (1) Early Planning, (2) Planning, (3) Procrastination, and (4) Low Engagement. Early Planning behaviors were especially important for course success—they consistently predicted higher final course grades, even after controlling for important demographic variables. Interestingly, first-generation college students classified as Early Planners achieved at similar levels as their non-first-generation peers, but first-generation students in the Low Engagement group had the lowest average grades among students. Overall, our results show that self-regulation may be an important skill for determining first-generation students’ STEM achievement, and targeting these skills may serve as a useful way to support their specific learning needs.
Fernando Rodriguez, Hye Rin Lee, Teomara Rutherford, Christian Fischer 0007, Eric Potma, Mark Warschauer
LAK3
2020 Investigating Relations between Self-Regulated Reading Behaviors and Science Question Difficulty
Effat Farhana, Teomara Rutherford, Collin F. Lynch
EDM2
2020 Data-informed curriculum sequences for a curriculum-integrated game
abstract
In this paper, we perform a predictive analysis of a curriculum-integrated math game, ST Math, to suggest a partial ordering for the game's curriculum sequence. We analyzed the sequence of ST Math objectives played by elementary school students in 5 U.S. districts and grouped each objective into difficult and easy categories according to how many retries were needed for students to master an objective. We observed that retries on some objectives were high in one district and low in another district where the objectives are played in a different order. Motivated by this observation, we investigated what makes an effective curriculum sequence. To infer a new partially-ordered sequence, we performed an expanded replication study of a novel predictive analysis by a prior study to find predictive relationships between 15 objectives played in different sequences by 3,328 students from 5 districts. Based on the predictive abilities of objectives in these districts, we found 17 suggested objective orderings. After deriving these orderings, we confirmed the validity of the order by evaluating the impact of the suggested sequence on changes in rates of retries and corresponding performance. We observed that when the objectives were played in the suggested sequence, we record a drastic reduction in retries, implying that these objectives are easier for students. This indicates that objectives that come earlier can provide prerequisite knowledge for later objectives. We believe that data-informed sequences, such as the ones we suggest, may improve efficiency of instruction and increase content learning and performance.
Ruth Okoilu Akintunde, Preya Shabrina, Veronica Cateté, Tiffany Barnes, Collin F. Lynch, Teomara Rutherford
LAK6
2020 Peeking through the classroom window: a detailed data-driven analysis on the usage of a curriculum integrated math game in authentic classrooms
abstract
We present a data-driven analysis that provides generalized insights of how a curriculum integrated educational math game gets used as a routinized classroom activity throughout the year in authentic primary school classrooms. Our study relates observations from a field study on Spatial Temporal Math (ST Math) to our findings mined from ST Math students' sequential game play data. We identified features that vary across game play sessions and modeled their relationship with session performance. We also derived data-informed suggestions that may provide teachers with insights into how to design classroom game play sessions to facilitate more effective learning.
Preya Shabrina, Ruth Okoilu Akintunde, Mehak Maniktala, Tiffany Barnes, Collin F. Lynch, Teomara Rutherford
LAK6
2020 Understanding Reading Behaviors of Middle School Students
abstract
Rich models of students' learning and problem-solving behaviors can support tailored interventions by instructors and scaffolding of complex learning activities. Our goal in this paper is to identify students' reading behaviors as they engage with instructional texts in domain-specific activities. In this work, we apply theory and methodology from the learning sciences to a large-scale middle school dataset within a digital literacy platform, Actively Learn. We compare students' reading behaviors both within and across domains for 12,566 science and 16,240 social studies students. Our findings show that higher-performing students in science engaged in more metacognitively-rich reading activities, such as text annotation; whereas lower-performing students relied more on simple highlighting and took longer to respond to embedded questions. Higher-performing students in social studies, by contrast, engaged more with the vocabulary and took longer to read before attempting question responses. Our finding may be used as recommendations to help both teachers and students engage in and support more effective behaviors.
Effat Farhana, Teomara Rutherford, Collin F. Lynch
L@S2
2019 A Field Study of Teachers Using a Curriculum-integrated Digital Game
abstract
We present a new framework describing how teachers use ST Math, a curriculum-integrated, year-long educational game, in 3rd-4th grade classrooms. We combined authentic classroom observations with teacher interviews to identify teacher needs and practices. Our findings extended and contrasted with prior work on teachers' behaviors around classroom games, identifying differences likely arising from a digital platform and year-long curricular integration. We suggest practical ways that curriculum-integrated games can be designed to help teachers support effective classroom culture and practice.
Zhongxiu Peddycord-Liu, Veronica Cateté, Jessica Vandenberg, Tiffany Barnes, Collin F. Lynch, Teomara Rutherford
CHI6
2018 Learning Curve Analysis in a Large-Scale, Drill-and-Practice Serious Math Game: Where Is Learning Support Needed?
Zhongxiu Peddycord-Liu, Rachel Harred, Sarah Marina Karamarkovich, Tiffany Barnes, Collin F. Lynch, Teomara Rutherford
AIED (1)6
2017 The Antecedents of and Associations with Elective Replay in An Educational Game: Is Replay Worth It?
Zhongxiu Peddycord-Liu, Christa Cody, Tiffany Barnes, Collin F. Lynch, Teomara Rutherford
EDM5
2011 Gender, Spatial Ability, and High-Stakes Testing
Teomara Rutherford, Michael E. Martinez
CogSci1