Speaking and presenting in public are critical skills for academic and professional development. These skills are demanded across society, and their development and evaluation are a challenge faced by higher education institutions. There are some challenges to evaluate objectively, as well as to generate valuable information to professors and appropriate feedback to students. In this paper, in order to understand and detect patterns in oral student presentations, we collected data from 222 Computer Engineering (CE) fresh students at three different times, over two different years (2017 and 2018). For each presentation, using a developed system and Microsoft Kinect, we have detected 12 features related to corporal postures and oral speaking. These features were used as input for the clustering and statistical analysis that allowed for identifying three different clusters in the presentations of both years, with stronger patterns in the presentations of the year 2017. A Wilcoxon rank-sum test allowed us to evaluate the evolution of the presentations attributes over each year and pointed out a convergence in terms of the reduction of the number of features statistically different between presentations given at the same course time. The results can further help to give students automatic feedback in terms of their postures and speech throughout the presentations and may serve as baseline information for future comparisons with presentations from students coming from different undergraduate courses.
Abstract. The automated analysis of programming code developed during
IntroduçãoDa mesma forma que em outros contextos do processo de ensino-aprendizagem, avaliar adequadamente o desenvolvimento de competências e habilidades relacionadas ao
Computational thinking has become a required capability in the student learning process, and digital games as a teaching approach have presented promising educational results in the development of this competence. However, properly evaluating the effectiveness and, consequently, student progress in a course using games is still a challenge. One of the most widely implemented ways of evaluation is with an automated analysis of the code developed in the classes during the construction of digital games. Nevertheless, this topic has not yet been explored in aspects such as incremental learning, the model and teaching environment and the influences of acquiring skills and competencies of computational thinking. Motivated by this knowledge gap, this paper introduces a framework proposal to analyze the evolution of computational thinking skills in digital games classes. The framework is based on a data mining technique that aims to facilitate the discovery process of the patterns and behaviors that lead to the acquisition of computational thinking skills, by analyzing clusters with an unsupervised neural network of self-organizing maps (SOM) for this purpose. The framework is composed of a collection of processes and practices structured in data collection, data preprocessing, data analysis, and data visualization. A case study, using Scratch, was executed to validate this approach. The results point to the viability of the framework, highlighting the use of the visual exploratory data analysis, through the SOM maps, as an efficient tool to observe the acquisition of computational thinking skills by the student in an incremental course.
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