Merge EDU Use Cases

Merge EDU is a hands-on digital learning platform that helps students learn science and STEM effectively with 3D objects and simulations they can touch, hold and interact with. This series of Use Cases shares the benefits and details of integrating Merge EDU into your science classroom, library, makerspace or STEM program.

Use Case: Merge EDU in Elementary Science Classrooms
The Challenge: Elementary science classrooms should be a place for students to learn about scientific phenomena in an engaging way that helps them understand the world around them. Hands-on, 3D models (aka manipulatives or teaching aids) and experiments have long proven to be invaluable in helping students understand science concepts.
Use Case: Merge EDU in Middle School Science Classrooms
The Challenge: Middle science classrooms should be a place for students to learn about scientific phenomena in an engaging way that helps them understand the world around them. Hands-on, 3D models (aka manipulatives or teaching aids) and experiments have long proven to be invaluable in helping students understand science concepts.
Use Case: Merge EDU in High School Science Classrooms
The Challenge: High school science classrooms should be a place for students to learn about scientific phenomena in an engaging way that helps them understand and make connections about the world around them. Hands-on, 3D models (aka manipulatives or teaching aids) and experiments have long proven to be invaluable in
Use Case: Merge EDU in the School Library
The Challenge School libraries serve as the heart of a school by providing a wide range of resources that benefit the entire student population. Librarians play a crucial role not only by providing traditional resources like books and research materials, but also by leading subject-specific lessons for teachers, enhancing the
Use Case: Merge EDU for STEM Programs
The Challenge Creating a STEM program at your school ensures your students are learning skills like problem-solving, critical thinking, creativity, innovation, design, and working collaboratively within teams. It is also a place where students become familiar with new technology and tools that will prepare them for the future. It can
Use Case: Merge EDU for Makerspaces
The Challenge Creating a Makerspace at your school ensures your students are learning skills like problem-solving, critical thinking, creativity, innovation, design, and working collaboratively within teams. It is also a place where students can become familiar with new technology and tools that will prepare them for the future. It can