for students | 12 | transitive-object |
with the rising popularity of gamification | 8 | other |
outside the classrooms | 7 | location |
learning → be → engaging | 131 |
learning → become → engaging | 14 |
learning → be → engaging experience | 3 |
negative | neutral | positive |
0.006 | 0.131 | 0.863 |
Raw frequency | 148 |
Normalized frequency | 0.541 |
Modifier score | 1.000 |
Perplexity | 213.486 |