Creative Active Lives CIC were running a weekly Minecraft Education Club designed to support help neurodivergent young people who weren’t in school make friends, built self confidence and self esteem, and learn new skills in coding.  They needed to capture baseline, mid-point and final wellbeing data using the Stirling Children’s Wellbeing Scale.

With many of the young people having demand avoidant profiles, and extreme excitement to start playing Minecraft, we needed a way to make data capture fun and part of the experience. This would avoid triggering avoidant behaviour, make it fun for them, and ensure high quality data submitted rather than quick box ticking.

Initially we created and NPC data capture tool within Minecraft Education, which returned the data to a CSV file on our own server securely.  However further iterations of the tool were hindered but Minecraft Education updates – working with someone else’s product meant we couldn’t ensure uptime. And 

So we created our own gamified data capture tool MindQuestPlay.

A low-demand gamified experience for organisations supporting young people.  Collect questionnaire and survey responses within a low demand, low stress, calm game storyline using NPC interactions for data collection.

For staff

The app allows for participant and cohort management, survey and questionnaire creation, response retrieval and download in CSV format for analysis and reporting.

For participants

The participant experience uses a calm, playful village journey storline with optional self-regulation mini-games breaks to collect participant answers to the surveys and questionnaires created by the youth workers, counsellors, event organisers or other adults.

The platform is designed to support wellbeing work, not replace professional judgement, clinical assessment or safeguarding procedures.

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