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Table 3 Descriptive statistics and effects per intervention group over time, based on Model 1

From: Education on tick bite and Lyme borreliosis prevention, aimed at schoolchildren in the Netherlands: comparing the effects of an online educational video game versus a leaflet or no intervention

 

t1

t2

Difference t2t1

 

Game

(n = 254)

Leaflet

(n = 328)

Control

(n = 399)

Game

(n = 199)

Leaflet

(n = 316)

Control

(n = 372)

Game

(n = 199)

Leaflet

(n = 316)

Control

(n = 372)

% of respondents with a knowledge score ≥6/7 (knowledge items correct)

70.0

72.3

69.2

88.0

95.6

85.8

18.0

p < 0.001

23.3

p < 0.001

16.6

p < 0.001

% of respondents that perceived that they are personally susceptible for illness after a tick bite (1st item for perceived susceptibility)

68.1

67.7

71.0

78.9

71.1

60.4

10.8

p = 0.08

3.4

p = 0.29

−10.6

p = 0.05

% of respondents that personally knows someone with illness after tick bite (2nd item for perceived susceptibility)

20.2

26.2

30.0

20.3

33.5

30.2

0.1

p = 0.97

7.3

p = 0.18

0.2

p = 0.81

% of respondents that regards tick checks as ‘somewhat’ or ‘very important’

90.9

91.5

94.5

94.9

91.8

96.1

4.0

p = 0.35

0.3

p = 0.77

1.6

p = 0.66

% of respondents checked for tick bites occasionally or every time after playing in green areas

55.1

67.1

76.4

68.5

67.3

82.7

13.4

p = 0.02

0.2

p = 0.98

6.3

p = 0.24

  1. In bold: statistically significant values