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Table 10 Principal research themes related to science, technology, engineering, art, and mathematics in education (STEAM-EDU) from 2006 to 2020

From: STEAM in education: a bibliometric analysis of performance and co-words in Web of Science

 

P1 (2006–2015)

P2 (2016–2018)

P3 (2019–2020)

Women

Q1(34.27/71.98)

  

Technology

Q1(45.45/26.24)

  

Students

Q1(23.62/17.14)

 

Q4(30.74/7.24)

STEM

Q4(33.86/6.13)

 

Q4(34.15/3.49)

Anethole

Q2(0/226.98)

  

WebQuest

Q2(4.05/87.5)

  

Engineering teaching kits

Q2(0.93/45)

  

Interest

Q4(20.12/16.67)

  

Impact

Q4(10.17/7.9)

  

Physics

Q3(5.57/9.33)

  

Creativity

Q3(2.35/16.2)

Q2(10.99/32.88)

Q3(2.34/6.89)

Library

 

Q1(39.64/213/01)

 

Hands-on learning

 

Q1(45.92/128.9)

 

Gender

 

Q4(26.69/11.08)

 

Race

 

Q1(32.76/16.69)

 

Science

 

Q4((72.23/7.38)

Q1(39.91/12.57)

STEAM

 

Q4(60.75/10.22)

 

STEM Education

 

Q4(18.96/5.91)

Q4(19.39/4.51)

Science Education

 

Q3(9.98/6.68)

 

3D printing

 

Q4(17.46/8.41)

 

Pedagogy

 

Q4(19.15/10.14)

 

Lithuania

 

Q2(0.92/77.78)

 

Distance learning

 

Q2(0.7/66.67)

 

Faculty

 

Q2(2.81/19.05)

 

Transdisciplinary

 

Q2(1.73/19.38)

 

Mental rotation

 

Q2(1.71/28.57)

 

Gender differences

 

Q3(2.24/11.11)

 

Computational thinking

  

Q1(35.4/10.03)

Makerspace

  

Q2(1.84/55)

Segregation

  

Q2(5.92/37.08)

Broadening participation

  

Q1(21.74/57.64)

Attitudes

  

Q4(10.76/10)

Laboratory instruction

  

Q2(0/77.78)

STEM Teachers training

  

Q2(0/60)

Arts

  

Q3(5.36/5.13)

  1. Note: (X/Y), X, centrality; Y, density