Abstract:
The research aims to: 1) Study the components and analyze the guidelines ; 2) Develop an innovation prototype ; 3) Study the implementation. The sample includes 1) STEAM education experts ; 2) Art teachers ; 3) 400 elementary teachers ; 4) Experts on innovation development ; 5) Pre-service elementary teachers (related to STEAM and art). The research tools include interview forms, questionnaires, matrix analysis and design analysis, behavioral observation forms, satisfaction assessment forms, effectiveness assessment forms, and knowledge tests. The quantitative data were analyzed using descriptive statistics. Questionnaires were analyzed using the priority need index (PNI). Self-evaluations were analyzed by mean difference. Knowledge tests were analyzed by t-tests. The qualitative data were analyzed using content analysis. The research findings are as follows: There is Need to develop innovation to promote STEAM education. The Knowledge PNI was 0.213 and the STEAM implementation PNI was 0.197. Problems and obstacles averaged at the medium level (x̄ =3.38). The guideline can be summarized with the CHILD Model. The "STEAM Story" board game prototype is designed for collaborative learning and STEAM lesson plan co-creation. The game is for 4-6 players as a semi-cooperative board game, and 60 minutes+ long. The outcome is a one-page STEAM lesson plan. The gameplay comprises three phases. Satisfaction with the prototype was high (x̄ = 4.70) and after implementation attitudes, knowledge, and ability to develop STEAM lesson plans increased significantly. The knowledge test show that T-test = 7.40, df = 25, Sig. = .000, indicating that the average score after implementation is significantly higher than before (x̄before=11.15, x̄after=16.00). the effectiveness evaluated by experts indicated that the complete prototype is highly appropriate (x̄ = 4.94).