1. Enterprises related to education informatization will switch from selling hardware and products to selling services.
The research, development and practice related to educational technology and educational informatization will be more and more user-centered, teaching-centered, rather than technology-centered. Enterprises related to educational informatization will shift from selling hardware and products to selling services.
This trend is more obvious in maker-related industries. 20 18 Maker-related enterprises with real potential and market opportunities are no longer enterprises that only sell hardware and build maker space, but enterprises with systematic curriculum system and teaching support services.
2. Learning space is highly valued. As a new learning space, the library will no longer be a quiet place, but will gradually change from a "library building" to a space for students to collaborate, and a "seminar room" will be an interface with the digital world.
3. The application of data related to formative assessment and students' learning and teaching behavior will be more favored by the education department. Systems and applications that can conveniently collect data, analyze real-time data, adapt, analyze big data and learn, and help teachers, schools and students make scientific decisions will gradually become dominant in 20 18.
4. Top-down "one teacher and one excellent product" and bottom-up "micro-course" entered the platform period, and the growth rate slowed down.
5. User-produced content (including video content and live broadcast content) continues to develop rapidly in the field of education, and the competition for video-based learning and teaching applications will further intensify.
6.AR/VR/MR has entered the practical application stage of the school, and the immersive learning environment will bring students a more wonderful learning experience.
7. Learning based on serious games (gamification learning) has become a rapid growth point. More and better cases will emerge in research quantity, platform, application, related curriculum development and teaching practice innovation.
8. More and more technologies are applied to teaching and learning, which promotes the rapid development of learning research, one-to-one digital learning based on tablet computers, curriculum integration, problem-based learning (PBL) and STEAM education in the global basic education field.
9. The practice of blended learning based on the new generation learning management system has developed rapidly. The development of blended learning courses, the construction of platforms to meet the needs of blended learning, the related training and research of blended teaching strategies, and innovative blended learning based on open educational resources (OER) (such as massive open online courses) will become important hot topics in the fields of basic education, higher education and vocational education.