| 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 |