The topic becomes a game
Instead of memorising a formula, rule or concept from the book, you run it as code: try, break, fix. Learning feels like solving a puzzle.
In development · a hobby project
Upload a book and pick a topic. A friendly voice teacher explains it, then turns it into a game you build together by writing Python. Stuck for 5 seconds? They step in, but never give away the answer.
PDF, EPUB, DOCX… the table of contents appears on screen.
Choose the sub-topic you want to learn and press “Create lesson”. It is prepared ahead of time.
The teacher explains the topic, then you turn it into Python tasks and small games together. Interrupt any time to ask a question.
At the end, a kind, encouraging summary of your session.
Instead of memorising a formula, rule or concept from the book, you run it as code: try, break, fix. Learning feels like solving a puzzle.
Every explanation and question points to a page in your book.
If you freeze, the teacher notices and checks in with a small question.
First a nudge, then a direction, then an example. The solution is the last rung.
Ask out loud and get an instant reply. Technical terms are said in their original form and in Turkish. No Python install: everything runs in your browser.
You are on “odd and even numbers” in your math book. Task: print the odd numbers in the numbers list. Press “I’m stuck” and the teacher climbs one rung of the hint ladder.
numbers = [1, 2, 3, 4, 5, 6, 7] for s in numbers: if _____: print(s)
% operator gives the remainder.7 % 2? And 8 % 2?It never says the answer. In conversation the teacher gives no code and no solution; the thinking stays with you.
Hints are verified in advance. The teacher does not make hints up; it rephrases prepared, tested hints for you.
No judging. Getting stuck is part of learning, and the recap says so.
Kitaphoca is still in development. We will announce it here when it is ready.
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