Interest and adjustment to future configurations make STEAM (Science, Technology, Engineering, Arts, Math) learning very in demand in the century this . Value or values given to STEAM education is not can denied is means For develop Skills basics , competence and solving difficulty life real in children age early . On research This use method literature review review with using PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). Analysis of research This will focused on implementation education STEAM-based in children age early in Indonesia use published journal _ in journal national and international . Objective study This is For analyze extent of research about implementation learning STEAM-based education child age early . Based on criteria There were 24 journals collected and analyzed with indicator Title , author, name journal , year rising , kind journal , discipline main , method research , data collection , samples and data analysis . Research findings _ This show that STEAM research in children age Early childhood in Indonesia in 2018-20203 was dominated by topics lerning media is most topics _ researched in journal for STEAM on level education child age early in Indonesia study this . The importance of learning media like bridge For teach learning to child . Most implementations in language learning _ _ in STEAM for child early age in Indonesia is Game in journals study This very very diverse start from study from the most researched game _ that is with using loose-parts, loose-parts themselves freeing child in get creative as well as can hone how to solve children's problems. Theme Dominant related STEAM learning in children age early in Indonesia is about draft Mastery of STEAM Alone like level teacher mastery in application of STEAM to children age early in Indonesia . There is a number of topic potential research _ For developed in STEAM in children age early in Indonesia.