ECO - TREKKING Program
an eco-trekking activity was held in ulupelit village, şile, immersing participants in the beauty...
PCG Parent Workshop
nûn schools pcg department organized a workshop and seminar for primary school parents. the subjec...
29 October Republic Day Celebration
republic day was celebrated with excitement within the school community. our students understood t...
Summer Camp Istanbul
this summer, 25 students from around the world embarked on a unique and enriching journey at summe...
NÛN Schools are Ready for the New Academic Year!
founded by the nûn foundation for education and culture, nûn school started its educational journe...
Our Students' Tech Project for Humanity Awarded!
Our Students' Tech Project for Humanity Awarded!
Another award came from Başakşehir Living Lab for the project of the OKKA technology team, consisting of our middle school students. The aim of the project is to enable children who have lost their visual function completely or partially to learn the Braille alphabet easily.
OKKA technology team, which participated in the Middle School category in the 7th Innovation Competition organized by the cooperation of Başakşehir Municipality and Başakşehir Living Lab and where innovative projects were evaluated, won the third place among 500 projects with the project "Görmüyorum Deme, Klavyemi Dene".
Our students set out to avoid the difficulties faced by the visually impaired children who are at the beginning of the learning age and the individuals who started to learn the Braille alphabet for the first time and coded a game that gradually teaches letters and words. The game is played with the keyboard on which the students mounted 3D printed Braille alphabet within the scope of the project named "Görmüyorum Deme, Klavyemi Dene".
Before starting the game, the student can feel the letters and numbers by touching them and listen to the sounds corresponding to these letters and numbers. In the game, a random letter or number is voiced to the student and the student is expected to press the correct key corresponding to the letter or number he/she heard. With the game designed, the student who presses the right key is encouraged to continue the game, and the student who presses the wrong key is encouraged to learn the correct one and try again.
In the previous months, the project, enabling the use of technology and gamification, completed the Teknofest 2020 Competition, Social Innovation Category, ranking 4th among 827 teams.
Moreover, our students offered the project free access through the website in accordance with the principle of community service. Those who need will be able to use the project actively thanks to the game software shared here.