In this research, we tried to clarify what factors influence the learning persistence of middle
school students in a design thinking-based STEAM program. For this purpose, we applied the
concept of design thinking to the development of a 6-hours STEAM program, in which students
were asked to design a smart school. This program was provided to 297 middle school first
graders. Data collected from 214 students were put in SPSS and AMOS and analyzed to test a
research model and six hypotheses factors influencing the STEAM learning persistence. As a
result of the analysis, the concepts of measurement and the research model were judged as
suitable, and four of the six hypotheses were supported. The research are summarized as follows.
First, self-efficacy gives a significant positive (+) influence to the harmony of the challenge and
technology, which means the task is not easy to finish, but not unsurmountable.
Secondly, the harmony of the challenge and technology, which shows the belief you can solve
difficult learning tasks by yourself, gives a significant positive (+) influence to the students’
perceived ease of STEAM learning.
Third, the students’ perception of ease of STEAM learning does not directly give a significant
influence to the intention to continue the STEAM learning, but has a significant indirect influence
on the STEAM learning persistence.