| 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 |