tors that are not within the boundaries of the digital
learning tool) that determine the impact of these tools
on the performance of students (Browne et al., 2004).
More research on this area is imperative not only to
determine if digital learning tools do indeed have a
positive impact on student’s performance (hence mak-
ing them worthy of attention by researchers on the
field and dentistry schools) but also under what con-
ditions (hence triggering changes in course design, in-
structional design, curricula, or classroom material).
The second area of further research is inspired by
(Bravo-Torres et al., 2017), and (Jackson et al., 2018)
and has to do with the adoption and usage pattern of
digital learning tools by students, faculty, and schools.
Key questions on this regard include what are the
adoption factors of digital learning tools in the field of
dentistry?, what is the pattern followed by this adop-
tion?, what usage is given to digital learning tools by
dentistry students and faculty members?, and what is
the relationship between digital learning tools and tra-
ditional training in the filed of dentistry?. Addition-
ally, for the case of serious games, and following the
findings of (Sipiyaruk et al., 2017), it is important to
do more research on the prevalence of learning objec-
tives over gaming objectives of serious games.
Finally, it is important to note that most research
on the field is centred on students and there is little
work centred on faculty members or schools. More
research tackling the role, challenges, and impacts of
this set of actors in computer supported education in
the field of dentistry is much needed.
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