6 CONCLUSION AND
FUTURE WORK
Mobile computing, along with new concepts
including Web 2.0 in Archaeology is generally very
promising (Holzinger et al., 2009).
ArcheoApp shows some interesting possibilities
on various levels, including:
1) Enabling a group of archaeological students to
accomplish efficient fieldwork – once performed
individually – in teams even over distance. This
enables us to make use of some promising concepts,
e.g.
a) Mobile collaborative problem-solving
generally has a big potential for learning (Massimi et
al., 2007) and makes use of collective intelligence.
b) The game-based approach can be very
powerful (c.f. with (Ebner & Holzinger, 2007)), in
order to raise awareness for our cultural heritage,
which is of raising importance of our society, even –
or especially – amongst younger children.
2) The archaeological scavenger hunt shown in
this paper is similar to a geocaching experience,
which is of growing popularity (O'Hara, 2008).
To date, no work on the implementation of an
archaeological scavenger hunt has been reported.
However, future work must address issues of
privacy, security and data protection (Holzinger et
al., 2010b) and a large scale study on the effects of
using the concepts presented in this paper must
follow.
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Triple Adaptive Mobile Application for Supporting Experts, Tourists and Children
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