Claim Missing Document
Check
Articles

Found 2 Documents
Search

THE INFLUENCE OF DIGITAL MARKETING ON ENTREPRENEURIAL INTEREST: A STUDY OF STUDENTS Nizmah Ahmad Bahasoan; Budi Jaya Sugiarto
Consilium: Education and Counseling Journal Vol 6 No 2 (2026): Edisi Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v6i2.8965

Abstract

The advancement of digital technology has made digital marketing an important competency in increasing students' entrepreneurial interest. This study aims to examine the effect of digital marketing learning on students' entrepreneurial interest in the Informatics Management Study Program. The study used a quantitative approach with a pre-experimental method through a One Group Pretest–Posttest Design. The sample size was 63 students determined using a total sampling technique. Data collection was carried out using an entrepreneurial interest questionnaire that had met the validity and reliability criteria, then analyzed using descriptive statistics, the Shapiro–Wilk normality test, and the Paired Sample t-test with the help of IBM SPSS Statistics 26. The results showed that the average entrepreneurial interest increased from 68.79 in the pretest to 84.65 in the posttest. Based on the Paired Sample t-test, there was a significant difference between the scores before and after treatment (t = 17.43; p < 0.001). This finding confirms that digital marketing learning has a positive and significant effect on increasing students' entrepreneurial interest. Learning that combines digital marketing theory and practice can increase students' interest, confidence, courage in taking risks, and commitment to entrepreneurship.
THE EFFECT OF GAMIFICATION LEARNING ON STUDENT MOTIVATION AND LEARNING OUTCOMES Lukman Saleh; Budi Jaya Sugiarto
Consilium: Education and Counseling Journal Vol 6 No 2 (2026): Edisi Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v6i2.8963

Abstract

The advancement of digital technology demands the implementation of innovative learning strategies to improve student motivation and learning outcomes. One strategy that has been widely developed is gamification learning, an approach that integrates game elements into learning activities. This study aims to examine the effect of gamification learning on the motivation and learning outcomes of students in the Digital Business Study Program in the Digital Marketing course. The study used a quantitative approach with a quasi-experimental method through a Pretest–Posttest Control Group Design. The sample size was 60 students, who were divided into an experimental group and a control group using a cluster random sampling technique. The research instruments included a learning motivation questionnaire compiled based on the ARCS Motivation Model and a learning outcome test. Data analysis was carried out using descriptive statistics, normality tests, homogeneity tests, paired mean difference tests, unpaired mean difference tests, and effect sizes (Cohen's d). The results showed that gamification learning had a positive and significant effect on student motivation and learning outcomes (p < 0.05). The experimental group experienced a higher increase in motivation and learning outcomes than the control group, with the effect size value being in the very large category. Therefore, gamification learning has proven effective in increasing student motivation and learning outcomes in Digital Marketing learning.