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THE INFLUENCE OF FASHION TRENDS AND CONSUMPTIVE BEHAVIOR ON THRIFT CLOTHING PURCHASE DECISIONS AMONG GENERATION Z IN SURAKARTA Oktaviani, Nawang; Asmawan, Moh. Chairil
Jurnal Manajemen Terapan dan Keuangan Vol. 15 No. 01 (2026): Jurnal Manajemen Terapan dan Keuangan (In Processs)
Publisher : Program Studi Manajemen Pemerintahan dan Keuangan Daerah Fakultas Ekonomi dan Bisnis Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jmk.v15i01.53020

Abstract

This study aims to analyze the partial and simultaneous effects of fashion trends and consumptive behavior on thrift clothing purchase decisions among Generation Z students in Surakarta. The study was conducted using a quantitative design, utilizing primary data collected through online questionnaires completed by individuals who had prior experience purchasing thrift apparel. A total of 120 respondents were selected using purposive sampling. Data analysis was performed using Structural Equation Modeling with the Partial Least Squares method to evaluate both measurement and structural relationships. The results demonstrate that fashion trends and consumptive behavior exert a positive and significant influence on thrift clothing purchasing decisions, both individually and collectively. Together, the examined variables explain 62.3% of the variance in purchasing decisions. The findings indicate that thrift clothing consumption among Generation Z is driven not only by economic considerations but also by responsiveness to fashion developments and the presence of consumptive tendencies. Keywordsi: fashion trends; consumptive behavior; purchase decision; thrift clothing; Generation Z
Enhancing Student Engagement through Wordwall-Based Interactive Learning in Vocational School Jatmika, Surya; Oktaviani, Nawang; Pratiwi, Indah; Sari, Dhany Efita; Susilo, Agus
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2025: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: This study focuses on how learning with Wordwall-based interactions can increase the activity and enthusiasm of students in the Sharia Banking Accounting subject at SMK Negeri 1 Klaten. In such learning, the use of traditional and limited media has led to lower participation, decreased motivation, and inadequate learning achievements.Methodology: A qualitative case study approach was used with participants consisting of 45 students from classes XII AKL 1 and XII AKL 3, along with one accounting teacher. Data collection used classroom observations, semi-structured interviews, and documentation of learning activities. Data analysis followed the interactive model involving data condensation, data display, and conclusion drawing. Triangulation methods and sources were used to increase data credibility.Results: The inclusion of Wordwall, mainly in the form of multiple-choice quiz games, resulted in a significant increase in student engagement, as demonstrated by increased observable activeness by 17.7% from 75.6% to 93.3%. Students manifested increased activity, collaborative interaction, and intrinsic motivation. The use of game-based digital media also succeeded in creating a more enjoyable learning environment and reduced passive learning behavior.Applications/Originality/Value: This paper provides empirical evidence for the pedagogical advantages of game-based learning media in vocational education. Wordwall proved to be an effective tool for boosting active engagement and improving learning experiences. The results emphasize the potential of digital interactive platforms in supporting technology-enhanced and AI-ready learning ecosystems, in line with current educational agendas of digital transformation.