RESUMO
Missing data is a prevalent problem that requires attention, as most data analysis techniques are unable to handle it. This is particularly critical in Multi-Label Classification (MLC), where only a few studies have investigated missing data in this application domain. MLC differs from Single-Label Classification (SLC) by allowing an instance to be associated with multiple classes. Movie classification is a didactic example since it can be "drama" and "bibliography" simultaneously. One of the most usual missing data treatment methods is data imputation, which seeks plausible values to fill in the missing ones. In this scenario, we propose a novel imputation method based on a multi-objective genetic algorithm for optimizing multiple data imputations called Multiple Imputation of Multi-label Classification data with a genetic algorithm, or simply EvoImp. We applied the proposed method in multi-label learning and evaluated its performance using six synthetic databases, considering various missing values distribution scenarios. The method was compared with other state-of-the-art imputation strategies, such as K-Means Imputation (KMI) and weighted K-Nearest Neighbors Imputation (WKNNI). The results proved that the proposed method outperformed the baseline in all the scenarios by achieving the best evaluation measures considering the Exact Match, Accuracy, and Hamming Loss. The superior results were constant in different dataset domains and sizes, demonstrating the EvoImp robustness. Thus, EvoImp represents a feasible solution to missing data treatment for multi-label learning.
Assuntos
Algoritmos , Projetos de Pesquisa , Análise por Conglomerados , Bases de Dados FactuaisRESUMO
In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called "The Adventures of Amaru," aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background.