This study aims to suggest a development method for STEAM education based on and focusing on
Backward Design in order to solve problems that do not faithfully reflect features of STEAM education.
To achieve this aim, characteristics of STEAM education and Backward Design were analyzed and the
relation between them was investigated.
The results of this study confirm that Backward Design and STEAM education have the common aim
of enduring understanding of learners based on possibility of transfer and that learning is closely connected
to lives of learners. This finding suggests two aspects of a development method of STEAM program based
on Backward Design. From the aspect of the procedure, first of all, 3-Stages is used: Desired result -
Assessment Evidence - Learning Plan. Second, achievement standards are analysed from the aspect of the
content, which extracts Big idea that Backward Design considers important. In addition, a plan that
integrates learning criterion of STEAM education: context, creative design, and emotional touch, is
suggested to develop meaningful learning activities.