Indonesian will face the Asean Economic Community (AEC) and the development of science and technology cannot be avoided. Many products need advanced skills to compete with the others for Indonesian people especially for facing AEC. Around us, many daily goods have been based on science and technology. STEAM is the acronym of science, technology, engineering, art, and mathematics. This study discusses the learning design of STEAM education-based entrepreneurship. Through this concept, the students are stimulated to think creatively of making knowledge-based products and their entrepreneurial skills are built. In junior high school, there is the subject called integrated science. Through that subject, the students are taught about not only science theoretically but also how to create something has added value and benefit for people e.g. the prototype of power plants, simple robot, and other creativity products. The learning process should be conducted inside and outside of the classroom for learning fun. Through this paper, the concept of STEAM education-based entrepreneurship can be used as a reference to the government, school, and teachers of Indonesia for facing globalization especially AEC.