Skip to main content

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