Design and implementation of a reusable component-based architecture for learning media
PDF

Keywords

component-based software engineering
unity
reusable prefab
learning media
software reuse

How to Cite

Rais, M. A., & Nasution, M. A. (2026). Design and implementation of a reusable component-based architecture for learning media. Jurnal Sains, Teknologi &Amp; Komputer, 3(2), 88–95. https://doi.org/10.56495/saintek.v3i2.1675

Abstract

The development of digital learning media often requires repeated implementation of similar features such as quiz systems, video players, module navigation, and progress trackers in different applications. This study proposes a reusable prefab-based architecture on the Unity platform by applying the principles of Component-Based Software Engineering (CBSE). The developed architecture consists of seven core reusable components: Lobby, Module Layout, Material, Video Player, Quiz, Progress Tracker, and Main Setting Component. The study uses a Research and Development (R&D) approach with a modified ADDIE model and is implemented using Unity 2022 LTS and the C# programming language. Evaluation is carried out through the implementation of component libraries in five different learning media applications. The results show that most components have a high reuse ratio, a maintainability index above 70, and low coupling dependencies, thus supporting system modularity and reusability. This study shows that a reusable prefab-based architecture can be an effective solution in the development of modular, flexible, and scalable digital learning media.

https://doi.org/10.56495/saintek.v3i2.1675
PDF

References

Arkorful, V., & Abaidoo, N. (2014). The role of e-learning, the advantages and disadvantages of its adoption in higher education. International Journal of Education and Research, 2(12), 397–410.

Chiao, H.-M., Huang, W.-H., & Doong, J.-L. (2017). Innovative research on development game-based tourism information service by using component-based software engineering. In 2017 International Conference on Applied System Innovation (ICASI) (pp. 1565–1567). IEEE. https://doi.org/10.1109/ICASI.2017.7988227

Dwijayani, N. M. (2019). Development of circle learning media to improve student learning outcomes. Journal of Physics: Conference Series, 1321(2), Article 022099. https://doi.org/10.1088/1742-6596/1321/2/022099

Farhani, V. C., Santika, S., & Mulyani, E. (2026). Development of Android-based interactive learning media to facilitate the flipped classroom learning model. Kognitif: Jurnal Riset HOTS Pendidikan Matematika, 6(1), 158–171. https://doi.org/10.51574/kognitif.v6i1.3281

Frakes, W. B., & Kang, K. (2005). Software reuse research: Status and future. IEEE Transactions on Software Engineering, 31(7), 529–536. https://doi.org/10.1109/TSE.2005.85

Hasaniyah, N., Arsyad, B., & Hasan, A. A. (2023). Development of augmented reality-based Arabic Uslub materials to improve daily language expressing ability. ELOQUENCE: Journal of Foreign Language, 2(1), 241–254. https://doi.org/10.58194/eloquence.v2i1.672

Heitlager, I., Kuipers, T., & Visser, J. (2007). A practical model for measuring maintainability. In 6th International Conference on the Quality of Information and Communications Technology (QUATIC 2007) (pp. 30–39). IEEE. https://doi.org/10.1109/QUATIC.2007.8

Hidayah, M., Nisa, A. F., Khosiyono, B. H. C., Masjid, A. A., & Cahyani, B. H. (2025). Analysis of Android-based science learning media to improve motivation and learning outcomes of elementary school students: A systematic literature review. Jurnal Penelitian Pendidikan IPA, 11(3), 86–96. https://doi.org/10.29303/jppipa.v11i3.10236

Jauza, N. A., & Albina, M. (2025). Penggunaan media pembelajaran kreatif dan inovatif dalam meningkatkan kualitas pembelajaran. Jurnal IHSAN: Jurnal Pendidikan Islam, 3(2), 15–23. https://doi.org/10.61104/ihsan.v3i2.886

Juárez-González, P., Cano-Iglesias, M. J., Cebrián-Robles, D., & Franco-Mariscal, A. J. (2025). Elemental Home: A video game to explore chemistry in everyday life. Journal of Chemical Education, 102(8), 3716–3724. https://doi.org/10.1021/acs.jchemed.5c00168

Kim, D., Choi, J.-Y., & Hong, J.-E. (2017). Evaluating energy efficiency of Internet of Things software architecture based on reusable software components. International Journal of Distributed Sensor Networks, 13(1), Article 1550147716682738. https://doi.org/10.1177/1550147716682738

Krueger, C. W. (1992). Software reuse. ACM Computing Surveys, 24(2), 131–183. https://doi.org/10.1145/130844.130856

Mihale-Wilson, C., Felka, P., Hinz, O., & Spann, M. (2022). The impact of strategic core-component reuse on product life cycles: The case of location-based games. Business & Information Systems Engineering, 64(2), 223–237. https://doi.org/10.1007/s12599-021-00706-y

Mikejo5000. (2025, October 31). Code metrics—Maintainability index range and meaning—Visual Studio (Windows). Microsoft Learn. https://learn.microsoft.com/en-us/visualstudio/code-quality/code-metrics-maintainability-index-range-and-meaning?view=visualstudio

Niemela, P., & Hyyro, H. (2019). Migrating learning management systems towards microservice architecture. In Summer School on Software Maintenance and Evolution (Vol. 2520, pp. 10–20). CEUR Workshop Proceedings. https://ceur-ws.org/Vol-2520/paper2a.pdf

Oman, P., & Hagemeister, J. (1992). Metrics for assessing a software system’s maintainability. In Proceedings of the Conference on Software Maintenance 1992 (pp. 337–344). IEEE. https://doi.org/10.1109/ICSM.1992.242525

Purnama, N., & Putra, M. A. P. (2026). Enhancing teachers’ competence through training on Android-based mathematics learning media: Peningkatan kompetensi guru melalui pelatihan media pembelajaran matematika berbasis Android. Room of Civil Society Development, 5(1), 24–33. https://doi.org/10.59110/rcsd.828

Salas, R. P. (2020). Reusable learning objects: An agile approach. In 2020 IEEE Frontiers in Education Conference (FIE) (pp. 1–6). IEEE. https://doi.org/10.1109/FIE44824.2020.9273947

Sugiyono. (2013). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif, dan R&D. Alfabeta.

Szyperski, C., Gruntz, D., & Murer, S. (2002). Component software: Beyond object-oriented programming. Pearson Education.

Unity Technologies. (n.d.). Unity manual: Prefabs. Retrieved May 18, 2026, from https://docs.unity3d.com/6000.4/Documentation/Manual/Prefabs.html

Wei, G., Zhong-Wei, X., & Ren-Zuo, X. (2009). Metrics of graph abstraction for component-based software architecture. In 2009 WRI World Congress on Computer Science and Information Engineering (pp. 518–522). IEEE. https://doi.org/10.1109/CSIE.2009.697

Creative Commons License

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Copyright (c) 2026 Muhammad Amin Rais, Mutiara Akbar Nasution