The reason is in your Texture Coordinates Node. You use the Object output as the vector reference - this is used for scaling (placing, rotating).
But as you have two different objects the calculation of the scaling is different for both seperate objects. Though applying Scale to both objects as explained by the others (Ctrl + A -> Scale
or even better Ctrl + A -> Rotation & Scale
) should have been enough (and is important anyways), there is an additional handy solution:
You can add an Empty to the scene and then use that Empty in the input field for Object in your Texture Coordinate Node and use the Object output. Then the reference for scaling of the textures will be that same object (Empty) no matter which object the material is applied to. You can then even scale the Empty to change the scale of the material on all objects it is applied to.
To add the Empty: Like you would add any Mesh: Shift + A -> Empty -> Cube
(or any other).