This study aimed to develop the ‘Life of Plants’ STEAM program for 4th students based on a metaverse and to analyze its effect on creative problem-solving ability, attitudes towad STEAM and satisfaction with the program. The research findings are as follows: Firstly, a 5-session STEAM program utilizing metaverse was developed. Secondly, a paired samples t-test was conducted using SPSS. The test results, including the analysis of creative problem-solving ability and attitudes toward the STEAM education program, showed statistically significant results for 4th students. Thirdly, students’ satisfaction with the program was high. Thus, the use of the STEAM program based on the metaverse is an effective method for creative problem-solving ability, attitudes toward the STEAM and students’ satisfaction in 4th students.