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Abstract
The development of the Big Blue Button interactive learning media in the Data Structures course is an innovative step in the world of education. The aim of this research is to increase student learning effectiveness in understanding basic concepts in the Data Structures course. This research focuses on the design and development of Big Blue Button-based learning media with various interactive features contained in it. The main aim of this research is to create a learning environment that supports discussion, interaction, presentation and collaboration between lecturers and students. The research methods used include requirements analysis, interface design, development and testing. The research results show that the use of the Big Blue Button in the Data Structures course can improve the quality of learning, increase student participation, and make it easier to access learning materials. In addition, educational institutions can utilize web conferencing technology to enrich student learning experiences. This research is expected to have the potential to provide significant benefits in distance learning, especially in the context of learning programming techniques. By using this technology students can gain a more interactive and collaborative learning experience in understanding data structure concepts.
Keyword: Interactive Learning Media, Big Blue Buttons, Data Structures
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Copyright (c) 2023 Yuniana Cahyaningrum Cahyaningrum, Adam Hendrawan

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References
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- Wulan, N. (2020). Perancangan Intelligent Tutoring System Sebagai Upaya Inovatif Pada Pembelajaran Algoritma dan Struktur Data. 6341(November), 34–42.
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- Yuniana Cahyaningrum, F. R. A. (2023). SYSTEMATIC LITERATURE REVIEW DALAM BIDANG KECERDASAN BUATAN SYSTEMATIC LITERATURE REVIEW IN THE FIELD OF ARTIFICIAL. 2(3), 3–6.
References
Cahdriyana, R. A., Anggoro, R. P., Nurnugroho, B. A., Ringroad, J., & Bantul, S. (2021). PELATIHAN PENYUSUNAN KUIS INTERAKTIF BERBASIS ANDROID merupakan penilaian berbasis komputer , yang termasuk pula di dalamnya penilaian. 5(3), 468–476.
Cahyaningrum, Y., Cuhanazriansyah, M. R., Hendrawan, A., & Nafi, N. (2023). Implementasi game based learning ( GBL ) monopoli digital ( MonDig ) dalam pembelajaran mahasiswa IKIP PGRI Bojonegoro. 8(1), 70–74.
Indah, N., Ikashaum, F., Wahyuni, S., & Dwi, E. (2022). Pendampingan Pembuatan Media Pembelajaran Interaktif Ispring Presenter Berbasis HTML 5. 01(2), 59–64.
Kusuma, A. B., Yusuf, A., & Hidayat, A. (2020). Implementasi Dan Analisis Server BigBlueButton Dalam Pemanfaatan Meeting Online Pada Masa Pandemic. 2(1), 27–40.
Meilisa, R., & Pernanda, D. (2020). MODEL PEMBELAJARAN FLIPPED CLASSROOM PADA MATA. Jurnal Ilmiah Pendidikan Dan Pembelajaran, 4(p-ISSN: 1858-4543 e-ISSN: 2615-6091 MODEL), 571–577.
Wulan, N. (2020). Perancangan Intelligent Tutoring System Sebagai Upaya Inovatif Pada Pembelajaran Algoritma dan Struktur Data. 6341(November), 34–42.
Yulianjani, A., Jurusan, D., Informatika, T., Jurusan, D., Komputer, S., Jurusan, D., Informatika, M., Kuliah, M., & Lunak, P. (2019). PERANGKAT LUNAK PEMBELAJARAN MATA KULIAH STRUKTUR DATA. IT Journal, 4(2), 136–148.
Yuniana Cahyaningrum, F. R. A. (2023). SYSTEMATIC LITERATURE REVIEW DALAM BIDANG KECERDASAN BUATAN SYSTEMATIC LITERATURE REVIEW IN THE FIELD OF ARTIFICIAL. 2(3), 3–6.