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Tracer Study of Faculty of Economics and Business Alumni : To What Extent Are Graduates Categorized as Qualified? Nadia Asandimitra Haryono; Febrika Yogie Hermanto; Cahya, Septyan Budy; Ladi Wajuba Perdini Fisabilillah; Khusnul Fikriyah; Vivi Pratiwi; Insyirah Putikadea; Amirusholihin Amirusholihin; Veni Rafida; Rasyidi Faiz Akbar; Fresha Kharisma
International Journal of Educational Research Vol. 2 No. 1 (2025): International Journal of Educational Research
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijer.v2i1.125

Abstract

Tracer study of Surabaya State University has been conducted in each study program in order to fulfill accreditation needs. Instrument development is still carried out independently at the study program and faculty levels so that the disparity of instruments in each faculty is very high. This study will later aim to create an effective alumni tracing model in achieving a response rate. Because in several universities throughout Indonesia, a superior model has not been found and detailed properly. The type of research used is descriptive qualitative. The population in this study were graduates of the Faculty of Economics and Business, Universitas Negeri Surabaya who had obtained diplomas throughout 2022. The sample used was a saturated sample considering that this study aims to explore graduate data related to careers. The results showed that the response rate reached 100%, with more than 67.8% of graduates getting jobs in less than six months with an income of at least 1.2 times the UMP, exceeding the institution's target. This tracer study plays an important role in evaluating the quality of graduates and the relevance of education to the world of work. These findings provide a basis for improving the curriculum and quality of education at Universitas Negeri Surabaya.
The Influence of Joy and Coolness on Willingness to Make In-Game Purchases Among Mobile Legends: Bang Bang Players Through the Mediating Roles of Game Experience and Immersion Nur Ilma Shafarisa; Fresha Kharisma
IJEBD (International Journal of Entrepreneurship and Business Development) Vol 9 No 4 (2026): July 2026
Publisher : LPPM of NAROTAMA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/ijebd.v9i4.3705

Abstract

Purpose: This study aims to analyze the influence of joy and coolness on willingness to make in-game purchases among Mobile Legends: Bang Bang (MLBB) players in Indonesia, with game experience and immersion serving as mediating variables. Design/methodology/approach: A quantitative explanatory approach was employed using an online questionnaire distributed to 100 active MLBB players across Indonesia who had previously made in-game purchases. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with bootstrapping procedures via SmartPLS software.. Findings: Of 13 hypotheses tested, three were supported. Joy significantly and positively influenced game experience (? = 0.549, p < 0.001), as did coolness (? = 0.264, p = 0.002). Together, these variables explained 54.6% of the variance in game experience. Immersion emerged as the sole significant direct predictor of willingness to make in-game purchases (? = 0.344, p = 0.001). All proposed mediation paths through game experience, immersion, and sequential chain mediation were not statistically supported. Research limitations/implications: The sample size of 100 respondents limited statistical power for detecting indirect effects. The coolness construct also showed suboptimal reliability and convergent validity, requiring instrument refinement in future research. Practical implications: Game developers and marketers should prioritize strategies that deepen player immersion — such as enriching gameplay mechanics, developing emotionally resonant narratives, and offering exclusive in-game items — as immersion is the most direct driver of in-game purchase intentions. Originality/value: This study integrates the Hedonic Motivation System Adoption Model (HMSAM) with coolness theory in a single empirical model within the Indonesian mobile gaming context, providing novel insights into the role of immersion as a critical gateway to in-game purchasing behavior. Paper type: Research paper
Pengaruh Website Design, Brand Awareness, Brand Trust, dan Customer Reviews terhadap Purchase Intention pada TikTok Shop: Studi pada Generasi Z di Surabaya Elva Kalela Asta; Fresha Kharisma
EKOMA : Jurnal Ekonomi, Manajemen, Akuntansi Vol. 5 No. 6: September 2026
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/ekoma.v5i6.18890

Abstract

Kemajuan social commerce di Indonesia, terkhususnya TikTok Shop, telah mengubah pola belanja Generasi Z yang sangat adaptif terhadap teknologi digital. Penelitian ini menganalisis pengaruh website design, brand awareness, brand trust, serta customer reviews terhadap purchase intention Generasi Z pengguna TikTok Shop di Surabaya. Pendekatan kuantitatif diterapkan dengan teknik purposive sampling, kemudian data dihimpun dengan memanfaatkan kuesioner online. Data dari 219 responden dianalisis dengan SEM-PLS. Temuan memperlihatkan bahwa keempat variabel independennya secara positif serta signifikan memengaruhi purchase intention, dengan brand trust sebagai prediktor paling dominan. Model struktural mampu menjelaskan varians purchase intention dalam kategori moderat yang mendekati kuat. Penemuan ini mendukung integrasi konsep TAM, TPB, dan UTAUT dalam konteks social commerce, yang memperlihatkan bahwa niat beli konsumen terbentuk melalui sinergi kenyamanan fungsional, kesadaran merek, kepercayaan, dan validasi sosial. Penelitian ini berkontribusi dalam memperkaya literatur social commerce serta menjadi masukan praktis bagi pengelola platform serta pelaku usaha dalam menyusun strategi peningkatan niat beli secara terintegrasi.