ABSTRAK Penelitian ini bertujuan untuk meningkatkan literasi sains mahasiswa melalui implementasi pembelajaran etno-STEM berorientasi permainan tradisional Bengkulu. Penelitian ini merupakan Penelitian Tindakan Kelas (Classroom Action Research, dengan empat langkah setiap siklus yaitu: perencanaan (planning), tindakan (acting), Observasi (observation), dan Refleksi (reflection). Subjek dalam penelitian ini adalah seluruh mahasiswa semester 1 Program Studi S1 Pendidikan IPA pada semester ganjil tahun ajaran 2023/2024. Instrumen penelitian ini adalah tes literasi sains mahasiswa. Data penelitian dianalisis secara deskriptif. Hasil penelitian menunjukkan skor rata-rata literasi sains adalah 44,85 dalam kriteria Tidak Baik pada siklus I dan 62,38 dalam kriteria Cukup Baik pada siklus II. Berdasarkan hasil tersebut, terdapat peningkatan literasi sains mahasiswa setelah dilakukan implementasi pembelajaran ethno-STEM berorientasi permainan tradisional Bengkulu. Kata Kunci : Etno-STEM, Permainan Tradisional Bengkulu, Literasi Sains ABSTRACT This study aims to improve students' scientific literacy through the implementation of ethno-STEM learning oriented towards Bengkulu’s traditional games. This study is a Classroom Action Research (CLSR), with four steps in each cycle, namely: planning, acting, observation, and reflection. The subjects in this study were all first-semester students of the Science Education Undergraduate Program in the odd semester of the 2023/2024 academic year. The research instrument was a student scientific literacy test. The research data were analyzed descriptively. The results showed that the average score of scientific literacy was 44.85 in the Not Good criteria in cycle I and 62.38 in the Fairly Good criteria in cycle II. Based on these results, there was an increase in students' scientific literacy after the implementation of ethno-STEM learning oriented towards Bengkulu‘s traditional games. Keywords: Ethno-STEM, Traditional Bengkulu Games, Scientific Literacy
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