Science and technology literacy among Indonesian students remains low, limiting their engagement with Sustainable Development Goal (SDG) 4 on quality education. This study aimed to develop Ethno–Virtual Reality (Ethno-VR) learning media based on the Wedhang Uwuh Spice Museum to enhance students' literacy while integrating cultural knowledge and local wisdom. Using a research and development approach, data were collected through case studies, observations, interviews, and literature review to explore sociocultural, economic, health, and educational aspects of Wedhang Uwuh, informing the design of interactive content, including virtual museum tours, organoleptic tests, phytochemical analysis, structural observations, and aroma profiling, enriched with multimedia learning materials. The Ethno-VR media successfully created a valid, engaging, and contextually rich virtual learning environment, and students responded positively, finding it innovative and effective in improving their science and technology literacy. Based on the results of the research and discussion, it can be concluded that (1) an integrated pattern of IPjLM and Ethno-SSI has been identified in the form of an integrated model; (2) the development of the Ethno-VR Wedhang Uwuh media successfully produced a valid, attractive, and contextually rich virtual learning environment that integrates scientific, cultural, and health perspectives along with experimental explorations; (3) students responded positively to the media, finding it engaging, innovative, and effective in enhancing their science and technology literacy; and (4) these findings indicate that the Ethno-VR media contributes to achieving Sustainable Development Goal 4 by supporting inclusive, equitable, and quality education.
Sudarmin et al. (Tue,) studied this question.