## 1 Introduction
To overcome these limitations, the implementation and study of cognitive training utilizing digital media such as computers, smartphones, and tablet PCs have recently been actively conducted [20]. These programs have no time and space constraints compared to conventional cognitive training programs and can be utilized in various activities because of their high social accessibility owing to the simplicity of their operation and portability of devices [21; 22]. In addition, non-face-to-face intervention and learning has recently drawn attention due to COVID 19, and teaching-learning methods using mobile devices such as smartphones and tablet PCs are also garnering attention [23]. In particular, if the game-style cognitive learning program presented in this study is utilized in a digital medium, educational applications tailored to individual characteristics can be grafted, which can arouse improved interest in the cognitive learning activities of the subjects compared to conventional cognitive training programs [24; 25]. Endeavor Rx, a game-based software program for treating ADHD, was developed in the United States for children aged 8-12. It is a cognitive training program using digital media [26]. Endeavor Rx has been approved by the U.S. Food and Drug Administration (FDA) and has been proven to be appropriate for use in digital therapeutics to improve the cognitive functioning without space constraints; thus, it can remedy the shortcomings of conventional cognitive training programs [27]. As such, it is considered a serious game to improve the quality of real life through training using digital media [28]. In addition to Endeavor Rx, AKL-T01 (Akili Interactive, Boston, MA, USA), a video game for treating autism, and Autism Therapeutic (Cognoa, Palo Alto, CA, USA), an AI-based customized behavioral therapeutic program for children with developmental disabilities, promote interest in learning and motivate the subjects to participate in learning, which leads to improved learning capabilities [29; 30]. According to a prior study that applied game-based cognitive training to five children with intellectual disabilities, children's IQ significantly increased after a game-based cognitive training that maintained or improved verbal understanding, perceptual reasoning, working memory, and processing speed of cognitive area [31]. Studies on children without disabilities and with intellectual disabilities have also confirmed that game-based cognitive training can provide meaningful improvements in the cognitive abilities, working memory, and perceptual reasoning skills; it has also been confirmed that such training is suitable for online contents, which are generally easy to use [32]. Game-based cognitive training has been confirmed to be appropriate for children with intellectual disabilities, and VR and computer game-based cognitive training have also been shown to improve visual perception and behavioral functions in these children [33]. The possibility of game-based cognitive training as a cognitive rehabilitation tool was confirmed by verifying significant differences before and after intervention of game-based cognitive training programs through analysis of Mini-Mental State Examination (MMSE) [34]. In addition, a study on 20 students with intellectual disabilities found that by increasing concentration through video games, perception ability improved, which in turn led to an improvement of their learning ability [35]. Although game-based cognitive training programs have been reported to induce interest and be effective in different target groups and have the possibility to be applied at home, research on children with intellectual disabilities is insufficient. Therefore, this study compared the effects of improving the cognitive ability using conventional cognitive training program groups and experimental groups that use the _Neuro-World_ cognitive training program that graft AI, big data analysis, and 3D game technologies.