Speaking Engagements

Speaking Engagements:

In 2016, I spoke at CES, Toy Fair, Dust or Magic, AWE, Games for Change, Tech With Kids, Serious Play, Digital Hollywood, Google Play Family Partners Day, and ARBA.  So far in 2017, I’ve made presentations at CES, Kidscreen, the Florida Educational Technology Conference (FETC) and Digital Hollywood.

Let me know if I can speak for your organization. Some of my favorite topics are:

  1. Augmented Reality/Virtual Reality and Learning
  2. Emerging Play Patterns in Augmented Reality
  3. The Future of Technology in Education
  4. Brand Integration and New Technology
  • Augmented Reality/Virtual Reality and Learning
    The Virtual/Augmented Reality revolution is on the horizon, and many people anticipate utilizing this new technology to advance training and education. However, with new capabilities comes the potential for new problems. How do we effectively use VR/AR to create meaningful user experiences? How do we build safe VR/AR applications for children? By incorporating principles from Cognitive Psychology and existing research results, developers can maximize attention, engagement, comprehension, and learning in VR/AR environments. Also, by understanding the potential negative effects of VR/AR, companies can make informed decisions to maximize safety. Dr. Lehrer will discuss, from her perspective as a long-time developer of interactive games and apps, the appropriate use of VR/AR technology, give examples of effective applications, and address some of the issues that arise when creating AR/VR content for children. Lehrer will demo an app recently released for Google’s Project Tango platform, Crayola Color Blaster, that illustrates some of the challenges and rewards of creating an Augmented Reality product.
  • Emerging Play Patterns in Augmented Reality
    Using the Play Observation Scale (POS) as a framework, Lehrer examines play patterns and how they will change with the advent of new smart technologies that know where the game player is and the environment around them.  What are the advantages and disadvantages of adding AR to traditional play patterns like construction, exploration/creativity, collection, dramatic, games with rules? What changes when the play evolves from solo to group play?  What are some of the developmental issues as we introduce these new ways to play to children? Lehrer uses the new augmented reality app, Crayola Color Blaster, to exemplify the multiple types of play now possible.
  • The Future of Technology in Education and Training
    Which technologies? How should they be implemented to improve educational outcomes?  What does the underlying research say? Dr. Lehrer will discuss, from her perspective as a cognitive psychologist and long-time developer of games and apps, the future of technology in education. Some topics include:

    • Augmented and Virtual Reality and how visualizing in 3D impacts learning, attention and engagement, transferability, depth of encoding;
    • 3D Design and Printing are bringing active/project based learning back into the classroom; incorporating collaboration, problem solving and integration with STEM objectives; and
    • Corporate training scenarios where the power of simulations is finally unleashed through virtual reality.
  • Brand Integration and New Technology
    How does a storied brand make itself relevant to new customers in the digital age? Lehrer will describe, from her perspective of licensing more than 15 popular brands and turning them into interactive products, how TV shows, board games, toys, and books can utilize the latest technology to expand awareness and build loyalty among their customers. The presentation will examine the inherent difficulties that Lehrer faced when translating brands like Crayola, Tarzan, Jane Austen, and the Android Universe of board games to new formats, and how human centered research and design can reveal potential pain points and insights into customer expectations and potential pitfalls.