00
PhD Research Proposal / Overview

From Traditional Knowledge to Immersive Learning

A Pedagogical Framework for Balinese Traditional Architecture

This research investigates how knowledge embedded in Balinese Traditional Architecture can be understood, interpreted, transformed, and experienced through a contemporary immersive learning environment.

00.01
Central Research Argument

The research is not primarily about building a digital application.

The central concern is how Balinese Traditional Architecture can become a meaningful object of learning in contemporary architectural education. The digital environment becomes a research instrument through which knowledge can be represented, explored, experienced, and evaluated.

00.02
Five Fields

One research journey.

The proposal is organised as a sequence of five intellectual fields. Each field answers one fundamental decision that must be resolved before the dissertation can stand as a coherent research argument.

01

POSITION

Why does this research matter?
Research Position
02

TERRITORY

Where does this research sit?
Research Territory
03

PHENOMENON

What exactly am I observing?
Research Phenomenon
04

PROBLEM

What is not yet understood?
Research Problem & Gap
05

FRAMEWORK

How can it be explained and tested?
Pedagogical Framework
00.03
Sixteen Decisions

From interest
to contribution.

Each stage produces an intellectual output. The purpose is not simply to fill sections of a proposal, but to progressively construct the argument from research position toward defensible scholarly contribution.

01 — PhD Position
Why do I need to pursue this research?
Research Position
02 — Research Territory
Where is my research located?
Territory Map
03 — Research Interest
What phenomenon attracts my attention?
Interest Statement
04 — Research Problem
What problem needs explanation?
Problem Statement
05 — Literature Landscape
What does the field already know?
Literature Map
06 — Research Gap
What is still missing?
Gap Statement
07 — Research Novelty
What can my research add?
Novelty Statement
08 — Research Question
What exactly do I want to answer?
Research Question
09 — Aim & Objectives
What must this research accomplish?
Aim & Objectives
10 — Theoretical Framework
What theories help explain the problem?
Theoretical Framework
11 — Conceptual Framework
How are the concepts connected?
Conceptual Model
12 — Research Methodology
How will I investigate the question?
Methodology
13 — Data & Evidence
What evidence do I need?
Evidence Strategy
14 — Analysis Strategy
How will evidence become knowledge?
Analysis Framework
15 — Research Contribution
What will this research contribute?
Contribution Statement
16 — Dissertation Proposal
Can the whole argument stand together?
Research Proposal
00.04
Research Transformation

Understand.
Translate.
Design.
Evaluate.
Theorise.

The research moves through a transformation process. Digital technology is positioned inside this process, not placed at its centre.

01
UNDERSTAND
Investigate Balinese Traditional Architecture as a living body of architectural knowledge before designing any learning intervention.
Literature · Documents · Undagi · Observation · Interviews
02
TRANSLATE
Identify how architectural knowledge is communicated, interpreted, represented, and transformed into forms that can be learned.
Knowledge representation · Pedagogy · Learning process
03
DESIGN
Develop an immersive learning environment that allows students to encounter, explore, interpret, and apply the knowledge.
Web · Immersive learning · Interaction · Prototype
04
EVALUATE
Examine whether the learning framework produces meaningful changes in understanding, interpretation, and design decision-making.
Learning outcomes · Behaviour · Interaction logs · Quantitative evidence
05
THEORISE
Integrate the findings into a pedagogical framework explaining how traditional architectural knowledge can become an immersive learning experience.
Framework · Model · Contribution · Transferability
00.05
Object of Investigation

What exactly
is being studied?

The object of research is not merely the website or learning technology. The research begins with the architectural knowledge itself and investigates how that knowledge can be understood, represented, transmitted and learned.

01

ARCHITECTURAL KNOWLEDGE

Traditional architectural principles, spatial concepts, material logic, cultural meaning and design practices.

02

CULTURAL CARRIERS

Undagi, practitioners, teachers, communities and other knowledge holders.

03

DOCUMENTARY EVIDENCE

Literature, manuscripts, drawings, photographs, measurements, previous research and archival sources.

04

LEARNING EVIDENCE

Student interpretations, design exercises, reflections, performance and learning outcomes.

05

DIGITAL TRACE

Interaction patterns, navigation behaviour, exploration sequence and engagement data from the learning environment.

00.06
Methodological Architecture

Four evidence
streams.

A mixed and layered methodological strategy allows the research to investigate both the cultural-architectural knowledge and the learning transformation. Quantitative and computational evidence strengthens, rather than replaces, qualitative inquiry.

QUALITATIVE

Literature review, document analysis, field observation, semi-structured interviews with undagi and knowledge holders, and thematic analysis.

DESIGN RESEARCH

Iterative development and testing of an immersive learning prototype as a research instrument rather than as the final research contribution.

QUANTITATIVE

Pre/post measures, task performance, learning outcomes, interaction frequency, navigation patterns and other measurable indicators.

COMPUTATIONAL

Exploratory analysis of interaction logs using statistical modelling, clustering, sequence analysis or machine-learning techniques where justified by the data.

00.07
Evidence Logic

From observation
to evidence.

The research can collect evidence at several levels: what knowledge holders explain, what students understand, what students design, how they navigate the learning environment, and how their behaviour changes during the learning process.

Interaction logs may subsequently be analysed through descriptive statistics, sequence analysis, clustering, or other machine-learning techniques when these methods are theoretically and empirically justified.

00.08
Theoretical Foundation

Theories
that may frame
the inquiry.

These theories should not simply be collected as references. Each must perform a specific explanatory role in the research. The final theoretical framework will be refined through the literature review.

SITUATED LEARNING
Lave & Wenger
Explains learning as participation within a social, cultural and contextual environment.
EXPERIENTIAL LEARNING
David Kolb
Provides a basis for understanding learning through experience, reflection, conceptualisation and experimentation.
SOCIAL CONSTRUCTIVISM
Vygotsky
Supports the role of interaction, mediation and social context in the construction of understanding.
KNOWLEDGE TRANSFORMATION
SECI / Nonaka
Potentially useful for examining how knowledge is articulated, externalised, combined and internalised.
IMMERSIVE LEARNING
Contemporary learning research
Provides the pedagogical territory for designing learning through exploration, interaction and situated experience.
00.09
Research Position

Technology is the medium.
Learning is the phenomenon.
Architecture is the knowledge domain.

This distinction is important for the PhD positioning. The research contribution should not be reduced to a new website, interface, or AI system. The technological system supports the investigation of a deeper question: how architectural knowledge rooted in Balinese Traditional Architecture can be transformed into meaningful contemporary learning experiences.

00.10
Anticipated Contribution

What might
the PhD add?

The contribution is expected to emerge from the relationship between architectural knowledge, pedagogy, digital immersion, and empirical learning evidence.

A deeper understanding of how Balinese Traditional Architecture can be represented as learnable architectural knowledge.
An empirically grounded explanation of the transformation from traditional learning encounters into immersive learning experiences.
A pedagogical framework connecting cultural knowledge, architectural learning, digital representation and student interaction.
Evidence-based understanding of how students explore and learn through an immersive environment.
A methodological model combining qualitative inquiry, design research and quantitative interaction evidence.
00.11
Discussion with Supervisor

What needs
to be challenged?

Page 0 is intentionally not the final research framework. It is a discussion architecture. The supervisor should be able to challenge the territory, phenomenon, gap, theoretical basis, methodology and anticipated contribution before the later pages are developed in detail.

01 / OBJECT

Is Balinese Traditional Architecture sufficiently defined as the central knowledge domain of the research?

02 / PROBLEM

What specific educational or knowledge-transformation problem remains unresolved?

03 / THEORY

Which theoretical traditions genuinely explain the phenomenon rather than simply describing it?

04 / METHOD

Can the qualitative, design-based and quantitative evidence collectively answer the research question?

00.12
Research Argument / Opening Position

From understanding traditional architectural knowledge to designing how it can be learned.

The next sixteen stages will progressively establish the territory, phenomenon, problem, literature, gap, novelty, research questions, theoretical framework, methodology, evidence strategy, analysis, and contribution required to turn this proposition into a defensible PhD dissertation.

From Traditional Knowledge to Immersive Learning Page 00 / Overview