Abstract
The development of science and technology has been accompanied by the emergence of a variety of social problems. As a result, universities are now required to provide education on science and technology to students who do not specialize in the field of science and technology. Implement of learning with game was oftenly found in analog games, which has been becoming difficult to implement with the impact of COVID-19. In this study, “nocobon online”, an online version of “nocobon”, a card game teaching material on science, technology, and society, was practiced on 61 undergraduate and graduate students. The result suggests that the practice using “nocobon online” had the effect of increasing interest and literacy in science, technology, and society.