on the digital learning platform | 6 | location |
during lectures | 4 | temporal |
primarily | 3 | degree |
student → play → game | 33 |
student → play → the game | 10 |
student → participate in → game | 5 |
student → enjoy → game | 3 |
negative | neutral | positive |
0.119 | 0.522 | 0.359 |
Raw frequency | 51 |
Normalized frequency | 0.525 |
Modifier score | 0.833 |
Perplexity | 238.487 |