In this paper, the authors introduce two types of online classes, using simulation and gaming; one involves the use of games during lectures, and one interactivity that is incorporated into reports on lecture material. Due to the COVID-19 pandemic, Japanese universities have had to hold classes online. Accordingly, the authors conducted lectures online. Pre-COVID-19, the authors regularly used games for didactic purposes, most of which were face-to-face in nature. Thus, there were challenges in the transition to online classes. Face-to-face games were successfully translated into online games, and interactivity was retained using the Cisco Webex Meeting system. Thiagarajan (2005) originally designed the games as a part of interactive lectures. The games were also playfully incorporated into reports given on lecture material. In this case, although the lectures did not contain games, the reports assigned to the students had a game-like nature. After one year of the above-mentioned practices, the authors conclude it is possible to retain interactivity in a class setting without the necessity of physical presence. The authors discuss the weaknesses and strengths of face-to-face gaming and online implementation in a university course, and consider the potential of these techniques.
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