for real world experiential learning | 3 | purpose |
for products | 3 | purpose |
student → have → need | 10 |
student → identify → need | 5 |
negative | neutral | positive |
0.080 | 0.593 | 0.327 |
Raw frequency | 15 |
Normalized frequency | 0.259 |
Modifier score | 0.500 |
Perplexity | 332.821 |