• Title/Summary/Keyword: 컴퓨터이용교육

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Development and its Effects of Contents for Blended Learning in Public Practical Center of Technical High School, Busan City (부산광역시 공업계 고등학교 공동 실습소에서 혼합형 학습을 위한 컨텐츠의 개발 및 적용)

  • Park, Jae-Taek;Lee, Sang-Hyuk
    • 대한공업교육학회지
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    • v.32 no.1
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    • pp.93-116
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    • 2007
  • The purpose of this study was to improve the academic achievement at the public practical center of technical high school in Busan. For this study, 1 class(31 students) in the second grade at "B"technical high school were selected and these students were divided into two groups. One is the experiment group which blended learning was applied to and the other is control group which traditional lecture method was applied to. Each group was divided into three sub-groups by the level of learning ability. Non-randomized control-group pretest-posttest design was applied for this experiment planning. The subject of experiment was the unit of "3D Modeling and Making NC code" in the textbook of "Application of Automatic System" applied by the public practical center of technical high school in Busan. On-line contents were developed and applied to the blended learning to control group. In order to analyze the test result, t-test with a significance level of 0.05 was carried out using SPSS 10.0. The results of this study was summarized as follows; First, as a result of the post test performed on the experiment and the control group, there was a significant difference between two groups, that was, the blended learning was more effective than the traditional lecture method in improving academic achievement. Second, blended learning was more effective than the traditional lecture method in the group of high-leveled and middle-leveled, but was little effective on the low-leveled group. Third, blended learning was more effective than the traditional lecture method in the functional domain, but was little effective in the cognitive domain and psychomotor domain.

On the Development of Microcomputer-Assisted Mathematics Teaching/Learning Method (마이크로 컴퓨터를 이용한 수학 교수.학습법 개발에 관한 연구)

  • Kim Chang Dong;Lee Tae Wuk
    • The Mathematical Education
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    • v.27 no.1
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    • pp.15-23
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    • 1988
  • We are at the onset of a major revolution in education, a revolution unparalleled since the invention of the printing press. The computer will be the instrument of this revolution. Computers and computer application are everywhere these days. Everyone can't avoid the influence of the computer in today's world. The computer is no longer a magical, unfamiliar tool that is used only by researchers or scholars or scientists. The computer helps us do our jobs and even routine tasks more effectively and efficiently. More importantly, it gives us power never before available to solve complex problems. Mathematics instruction in secondary schools is frequently perceived to be more a amendable to the use of computers than are other areas of the school curriculum. This is based on the perception of mathematics as a subject with clearly defined objectives and outcomes that can be reliably measured by devices readily at hand or easily constructed by teachers or researchers. Because of this reason, the first large-scale computerized curriculum projects were in mathematics, and the first educational computer games were mathematics games. And now, the entire mathematics curriculum appears to be the first of the traditional school curriculum areas to be undergoing substantial trasformation because of computers. Recently, many research-Institutes of our country are going to study on computers in orders to use it in mathematics education, but the study is still start ing-step. In order to keep abreast of this trend necessity, and to enhance mathematics teaching/learning which is instructed lecture-based teaching/learning at the present time, this study aims to develop/present practical method of computer-using. This is devided into three methods. 1. Programming teaching/learning method This part is presented the following five types which can teach/learn the mathematical concepts and principle through concise program. (Type 1) Complete a program. (Type 2) Know the given program's content and predict the output. (Type 3) Write a program of the given flow-chart and solve the problem. (Type 4) Make an inference from an error message, find errors and correct them. (Type 5) Investigate complex mathematical fact through program and annotate a program. 2. Problem-solving teaching/learning method solving This part is illustrated how a computer can be used as a tool to help students solve realistic mathematical problems while simultaneously reinforcing their understanding of problem-solving processes. Here, four different problems are presented. For each problem, a four-stage problem-solving model of polya is given: Problem statement, Problem analysis, Computer program, and Looking back/Looking ahead. 3. CAI program teaching/learning method This part is developed/presented courseware of sine theorem section (Mathematics I for high school) in order to avail individualized learning or interactive learning with teacher. (Appendix I, II)

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Predictors of Intention to Work among People with Disabilities who Maintain Economic Inactivity (비경제활동 유지 장애인의 취업의사 예측변인 탐색)

  • An, Yeji;Ji, Eun
    • 재활복지
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    • v.21 no.3
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    • pp.65-84
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    • 2017
  • This study identified predictors of intention to work among people with disabilities who maintain economic inactivity for two successive years by analyzing a total of 2,255 Participants in the 2014 data of the Panel Survey of Employment for the Disabled (PSED) with through $X^2$, t test, logistic regression. To explore factors affecting intention to work among people with disabilities who maintain economic inactivity, this study hypothesized the effectiveness of variables of demographic, disability, human resources, psycho-social factors based on previous studies. The analysis showed that male, spouse-being, low income status out of demographic variables were related to high probability of having intention to work among people with disabilities who maintain economic inactivity. In case of disability variables, experiencing disability-related discrimination significantly predicted the probability of having intention to work. However, the relationship between disability-related discrimination experiences and high intention to work needs to be viewed as correlated rather than cause-and-effect.In addition, literacy related to computer use/English proficiency/interpersonal and adaptation skills(human resources), experiences of vocational rehabilitation services (human resources), self-esteem (psycho-social) significantly predicted the probability of having intention to work among people with disabilities who maintained economic inactivity. Based on these results, support services for females with disabilities, effective rehabilitation programs of improving literacy related to computer use/English proficiency/interpersonal and adaptation skills and self-esteem, general expansion of vocational rehabilitation services for people with disabilities are suggested.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.439 -447
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    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

Digital Citizenship Library Programming in Award-Winning Libraries of the Future: A case review of public libraries in the United States (공공도서관의 디지털 시민성 프로그래밍: 미국의 미래 도서관 수상 도서관을 중심으로)

  • Jonathan M. Hollister;Jisue Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.359-392
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    • 2023
  • Digital citizenship includes an evolving set of knowledge and skills related to effectively and ethically using technology, especially when interacting with other people, information, and media in the online context. As public libraries have long provided access to and training with a variety of technologies, this study explores how digital citizenship has been covered in public library programming to identify potential trends and best practices. A purposive sampling of public library recipients of the American Library Association (ALA) and Information Today Inc.'s Library of the Future Award over the past 11 years (2013-2023) identified 7 case libraries to review. The titles and descriptions of 337 relevant library programs for audiences of school-aged children (5 years old and up) to seniors were collected for a 2-month period from each library's website and analyzed using Ribble & Parks (2019) 9 elements of digital citizenship. The findings suggest that programming related to digital citizenship most often addresses themes connected to digital access and digital fluency through coverage of topics related to computer and technology use. Based on themes and examples from the findings, public libraries are encouraged to expand upon existing programs to integrate all elements of digital citizenship, strive for inclusive and accessible digital citizenship education for all ages, and leverage resources and expertise from relevant stakeholders and community partnerships.

University Life Adaptation of Student on Department Security Programs in University Affects Subjective Well-being (대학 경호학과 학생의 대학생활 적응이 주관적 행복감에 미치는 영향)

  • Kang, Min-Wan;Kim, Seon-Ah;Shim, Je-Eun
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.318-327
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    • 2010
  • The purpose of this study is to analysis of subjective well-being in the affects university life adaptation of department security programs in university. The subjects in this study were randomly sampled in Kyeong gi do in areas and 332 of department security programs student in university were finally selected. Analyses made by SPSS 17.0 have been applied to following outcomes. The findings of the study were as follows: First, The external situation and psychological physical which is a university life adaptation lower part variable in life satisfaction appeared with positive effects. The qualitative of education which is a university life adaptation lower part variable in life satisfaction appeared with negative effects. Second, The external situation and psychological physical which is a university life adaptation lower part variable in negative emotion appeared with positive effects. The qualitative of education which is a university life adaptation lower part variable in negative emotion appeared with negative effects. Third, The psychological physical which is a university life adaptation lower part variable in positive emotion appeared with positive effects. Fourth, The external situation and psychological physical which is a university life adaptation lower part variable in happy appeared with positive effects. The university study of education which is a university life adaptation lower part variable in happy appeared with negative effects.

A Study on Necessity and Demands of Teachers and Students for Housing Contents in Technology.Home Economics Curriculum of the Middle School (중학교 기술.가정 교과의 주생활 영역 교과내용에 대한 교사와 학생의 필요성 및 요구도 -울산광역시를 중심으로-)

  • Choi, Hye-Mi;Kim, Sun-Joong
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.75-89
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    • 2007
  • This study has its aim at suggesting new direction of our education to search different ways in housing contents by comparing the necessity perception and demands between teachers and students for housing contents in Technology Home Economics curriculum of middle school. To achieve this aim, I chose middle school teachers in charge of Technology Home Economics and male and female students who are in the first grade in high school in Ulsan. I sent e-mail, mail, and visited researcher to gather the data. I used SPSS +12 statistical package for frequency, percentage, mean, standard deviation, and t-test to analyze the data. Here is the result. First, In the part of application of living place, teachers had necessity perception in use and placement of furniture, and arrangement of objects. Students had necessity perception in the use and placement of furniture, the kind and choice of furniture. Also in the indoor environment and equipment part, both teachers and students had necessity perception in controlling of ventilation, temperature, and humidity. In the part of maintenance repair of housing, teachers had necessity perception in the need for maintenance management but students had necessity perception in house equipments and repair had high necessity perception Second, In housing-related general part, teachers demanded housing for elderly, disabled people, information about future housing and students demanded environmentally friendly living environment, housing for elderly, disabled people. In interior design part, teachers demanded in the expression of interior places through computer, the kind and characteristic of housing material and students demanded the way to reuse old furniture, kind and characteristic of housing material. In the part of housing preparation and occupation, teachers demanded the kind of housing-related occupation and students demanded the housing tax and the process of house purchase or concerned matter. Third, there were some difference of necessity perception and degree of demand between teachers and students. Teachers had higher necessity perception and demand in all part except in demand for housing equipment, maintenance, and environmentally friendly living environment.

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Differential Multi-view Video Coding using View Interpolation (시점 보간법을 이용한 차분 다시점 비디오 부호화 방법)

  • Lee, Sang-Beom;Kim, Jun-Yup;Ho, Yo-Sung;Choi, Byeong-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.29-32
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    • 2005
  • 3차원 비디오는 차세대 정보 통신 서비스 분야의 하나로, 사용자에게 시각적으로 고차원적인 서비스를 제공하는 것을 목적으로 한다. 이 가운데 다시점 비디오는 같은 시간, 여러 시점에서 영상 정보를 획득하여 사용자에게 원하는 시점의 영상 정보를 제공하는 3차원 비디오이며, 현재 방송 관련 연구 기관에서 차세대 실감방송 멀티미디어 서비스 개발을 목적으로 하는 연구가 활발히 진행되고 있다. 최근 MPEG 표준화 그룹에서는 다시점 비디오 부호화 (multi-view video coding, MVC) 방법에 관한 표준화 작업이 진행 중이며, 최신 비디오 압축 표준인 H.264를 이용한 여러 가지 방법들이 제안되었다. 현재 MVC 표준화 작업의 평가 기준이 되는 방법은 각 시점을 H.264로 부호화하는 방법인데, 이는 다시점 비디오 영상의 중요한 특성인 인접시점들 사이의 공간적 상관도를 전혀 고려하지 않았다. 본 논문에서는 시점 보간법을 이용하여 얻어진 중간 영상과 원영상과의 차분 영상을 부호화하는 알고리즘을 제안하고자 한다. 여기서 시점 보간법이란 좌우 두 시점 영상으로부터 변이값을 얻은 다음, 이를 이용하여 중간 시점 영상을 합성하는 방법을 말한다. 예를 들면,다시점 비디오의 홀수 번째 시점의 영상은 기존의 방법을 따르고, 짝수 번째 시점의 영상은 이미 부호화된 홀수 번째 시점의 영상을 이용하여 보간적으로 예측하여 원래 영상과 차분 영상을 구하여 부호화한다. 차분 영상은 영상의 복잡도가 많이 감소되어 원영상에 비해 보다 나은 부호화 효율을 보인다. 그러나 합성 영상이 각 장면마다 독립적으로 생성되므로 원영상에 비해 차분 영상의 시간적인 상관도가 줄어들어 I장면의 경우 부호화 효율이 크게 향상되었으나, 시간적인 상관도를 이용하는 P장면과 B장면에서는 오히려 좋지 않은 결과를 보였다. 통계는 전 국민에 대한 패널자료이기 때문에 통계적 활용의 범위가 방대하다. 특히 개인, 가구, 사업체 등 사회 활동의 주체들이 어떻게 변화하는지를 추적할 수 있는 자료를 생산함으로써 다양한 인과적 통계분석을 할 수 있다. 행정자료를 활용한 인구센서스의 이러한 특징은 국가의 교육정책, 노동정책, 복지정책 등 다양한 정책을 정확한 자료를 근거로 수립할 수 있는 기반을 제공한다(Gaasemyr, 1999). 이와 더불어 행정자료 기반의 인구센서스는 비용이 적게 드는 장점이 있다. 예를 들어 덴마크나 핀란드에서는 조사로 자료를 생산하던 때의 1/20 정도 비용으로 행정자료로 인구센서스의 모든 자료를 생산하고 있다. 특히, 최근 모든 행정자료들이 정보통신기술에 의해 데이터베이스 형태로 바뀌고, 인터넷을 근간으로 한 컴퓨터네트워크가 발달함에 따라 각 부처별로 행정을 위해 축적한 자료를 정보통신기술로 연계${cdot}$통합하면 막대한 조사비용을 들이지 않더라도 인구센서스자료를 적은 비용으로 생산할 수 있는 근간이 마련되었다. 이렇듯 행정자료 기반의 인구센서스가 많은 장점을 가졌지만, 그렇다고 모든 국가가 당장 행정자료로 인구센서스를 대체할 수 있는 것은 아니다. 행정자료로 인구센서스통계를 생산하기 위해서는 각 행정부서별로 사용하는 행정자료들을 연계${cdot}$통합할 수 있도록 국가사회전반에 걸쳐 행정 체제가 갖추어져야 하기 때문이다. 특히 모든 국민 개개인에 관한 기본정보, 개인들이 거주하며 생활하는 단위인 개별 주거단위에 관한 정보가 행정부에 등록되어 있고, 잘 정비되어 있어야 하며, 정보의 형태 또한 서로 연계가 가능하도록 표준화되어있어야 한다. 이와 더불어, 현재 인구센서스에서 표본조사를 통해 부가적으로 생산하는 경제활동통계를 생산하기 위해서는 개인이

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Recognition of Passport Image Using Removing Noise Branches and Enhanced Fuzzy ART (잡영 가지 제거 알고리즘과 개선된 퍼지 ART를 이용한 여권 코드 인식)

  • Lee, Sang-Soo;Jang, Do-Won;Kim, Kwang-Baek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.377-382
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    • 2005
  • 본 논문에서는 출입국자 관리의 효율성과 체계적인 출입국 관리를 위하여 여권 코드를 자동으로 인식하는 방법을 제안한다. 여권 이미지는 기울어진 상태로 스캔 되어 획득되어질 수도 있으므로 기울기 보정은 문자 분할 및 인식에 있어 매우 중요하다. 따라서 본 논문에서는 여권 영상을 스미어링한 후, 추출된 문자열 중에서 가장 긴 문자열을 선택하고 이 문자열의 좌측과 우측 부분의 두께 중심을 연결하는 직선과 수평선과의 기울기를 이용하여 여권 영상에 대한 각도 보정을 수행한다. 여권 코드 추출은 소벨 연산자와 수평 스미어링, 8방향 윤관선 추적 알고리즘을 적용하여 여권 코드의 문자열 영역을 추출하고, 추출된 여권 코드 문자열 영역에 대해 반복 이진화 방법을 적용하여 코드의 문자열 영역을 이진화 한다, 이진화된 문자열 영역에 대해 여권 코드의 인식율을 높이기 위하여 잡영 가지 제거 알고리즘을 적용하여 개별 문자의 잡영을 제거한 후에 개별 코드를 추출하며, CDM 마스크를 적용하여 추출된 개별코드를 복원한다. 추출된 개별코드는 개선된 퍼지 ART 알고리즘을 제안하여 인식에 적용한다. 실제 여권 영상을 대상으로 실험한 결과, CDM 마스크를 이용하여 추출된 개별 코드를 개선된 퍼지 ART 알고리즘을 적용하여 인식한 방법보다 잡영 제거 알고리즘과 CDM 마스크를 적용하여 개선된 퍼지 ART 알고리즘으로 개별 코드를 인식하는 것이 효율적인 것을 확인하였다. 그리고 기존의 퍼지 ART 알고리즘을 이용하여 개별 코드를 인식하는 경우보다 본 논문에서 제안한 개선된 퍼지 ART 알고리즘을 이용하여 개별 코드를 인식하는 경우가 서로 다른 패턴들이 같은 클러스터로 분류되지 않아 인식 성능이 개선되었다.생산하고 있다. 또한 이러한 자료를 바탕으로 지역통계 수요에 즉각 대처할 수 있다. 더 나아가 이와 같은 통계는 전 국민에 대한 패널자료이기 때문에 통계적 활용의 범위가 방대하다. 특히 개인, 가구, 사업체 등 사회 활동의 주체들이 어떻게 변화하는지를 추적할 수 있는 자료를 생산함으로써 다양한 인과적 통계분석을 할 수 있다. 행정자료를 활용한 인구센서스의 이러한 특징은 국가의 교육정책, 노동정책, 복지정책 등 다양한 정책을 정확한 자료를 근거로 수립할 수 있는 기반을 제공한다(Gaasemyr, 1999). 이와 더불어 행정자료 기반의 인구센서스는 비용이 적게 드는 장점이 있다. 예를 들어 덴마크나 핀란드에서는 조사로 자료를 생산하던 때의 1/20 정도 비용으로 행정자료로 인구센서스의 모든 자료를 생산하고 있다. 특히, 최근 모든 행정자료들이 정보통신기술에 의해 데이터베이스 형태로 바뀌고, 인터넷을 근간으로 한 컴퓨터네트워크가 발달함에 따라 각 부처별로 행정을 위해 축적한 자료를 정보통신기술로 연계${cdot}$통합하면 막대한 조사비용을 들이지 않더라도 인구센서스자료를 적은 비용으로 생산할 수 있는 근간이 마련되었다. 이렇듯 행정자료 기반의 인구센서스가 많은 장점을 가졌지만, 그렇다고 모든 국가가 당장 행정자료로 인구센서스를 대체할 수 있는 것은 아니다. 행정자료로 인구센서스통계를 생산하기 위해서는 각 행정부서별로 사용하는 행정자료들을 연계${cdot}$통합할 수 있도록 국가사회전반에 걸쳐 행정 체제가 갖추어져야 하기 때문이다. 특히 모든 국민 개개인에 관한 기본정보, 개인들이 거주하며 생활하는 단위인 개별 주거단위에 관한 정보가 행정부에 등록되어

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Research Trends on Preschoolers' Game Using (영유아의 게임 이용에 대한 연구동향)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.51-59
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    • 2020
  • Although social interest is high in relation to the provision of disease codes to games, it is still insufficient to identify the damages caused by games. The purpose of this study is to examine the research trends related to game using of preschoolers to understand the implications of the precedent researches. According to the purpose, the research period, contents, types, data collection, statistical analysis, research/investigation subjects, and academic fields of the precedent researches were examined. The subject were 69 articles published in Korea from 2010 to 2019. As a result, first, a large number of researches related to preschoolers' game using were conducted in 2010-2011, 2014-2016, and the number has decreased sharply since 2017. Second, the contents of the study were mainly about the negative influences of the game and the program development. Third, quantitative and qualitative researches were conducted evenly. Fourth, the data collection methods was mostly questionnaire and other survey methods, and statistical analysis was mostly descriptive statistics, difference verification, and regression analysis. Fifth, the study subjects were focused on preschoolers, and there were many indirect investigation through parents and teachers. Sixth, the academic fields were largely divided into educational and game fields, and there was a distinct difference in the trend of research topics between the fields. Based on the results, this study aimed to provide basic information and data that can be the basis for further research on the game using and to suggest directions for future research.