The term STEAM, which is an acronym for science, technology, engineering, arts, and mathematics, is an approach to learning to guide students in conducting research, discussion, collaboration and critical thinking. It is hoped that the end result is students who dare to take risks in their research, but still with careful consideration. Students can be directly involved in shaping the learning experience, and encouraged to be persistent in finding solutions to problems and active in collaborating and working through creative processes. Pelopor Literasi Desaku (PLD) are volunteers who provide assistance for school-age children at the State Children’s Learning House, Bengkung Village, Retno Temple, Secang Magelang. 10 STEAM activities were prepared for implementation by PLDs. This study used a qualitative descriptive design. There were 10 PLD participants, recruited through purposive sampling. The results of the study can be divided into four parts. General: (1) all participants stated that they had understood the concept of STEAM; (2) all participants were interested in STEAM activities; and (3) 90% of participants stated that they felt motivated by STEAM activities. Implementation of 10 STEAM activities: (1) 60% of the participants stated that the most interesting STEAM activity was the tie technique dye; (2) the most difficult activity was also the tie technique dye; (3) 90% of the participants stated that the tie technique dye activity was the most difficult; and (4) 40% of the participants stated that the CBS power rocket activity was related to learning at school. Relation to the disciplines of science: (1) 80% of participants thought that the simple thermometer activity was related to science; (2) 100% of participants stated that string art was related to mathematics; and (3) 50% of participants stated that string art was related to art. Others: 1) all participants stated that it was difficult to obtain tools and materials for string art; and 2) 60% of participants thought that string art requires high levels of creativity.
Keywords: STEAM, community services