Rumble’s Quest

What is Rumble’s Quest?

A valid and reliable measure of social-emotional wellbeing for primary-school children.

The factor structure of the wellbeing measure has been confirmed in analyses of children’s responses to 57 items in two separate samples (8000 children in total).
These analyses revealed a strong general wellbeing dimension with high internal consistency as well as the existence of four wellbeing sub-factors:

  • Attachment to school
  • Emotional and behavioural self-regulation
  • Social confidence
  • Supportive environments

The measure also includes tasks that challenge children to exercise executive skills including:

  • working memory
  • ability to focus on a task and sustain attention
  • ability to exert inhibitory control and flexible response patterns

VIDEO: Introduction to Measuring Wellbeing

Frequently Asked Questions

Click on the question to expand the answer.

Primary/elementary school aged children (6-12 years of age).

Voice-overs and audio content limit the need for high level reading skills, but some basic literacy skills are required to facilitate children’s responses.

The measure is presented as an interactive game that can be used on computers and iPads. The interactive format promotes children’s active involvement.

The game presents children with an opportunity to report their own feelings and gives children a voice (empowers them to report their own wellbeing). The game and story format uses accessible language and has only low literacy requirements.

Download a brief game sample

The tool provides information suitable for needs assessment, program planning, and program evaluation at individual, school, and community/regional levels. It can be used by:

  • Schools and educators
  • Child service organisations and practitioners
  • Researchers
  • Organisations who need reliable tools to measure child wellbeing to plan policy and program provision, and to evaluate the outcomes of program delivery.

No. The measure is not intended as a diagnostic tool, although it provides reliable and valid information about children’s state of social-emotional wellbeing relative to norms (and therapeutic goals).

This can highlight areas where children may be experiencing problems and vulnerabilities. Therefore, patterns in the score profile can be used to guide decisions about how children can benefit from support programs and early intervention.

Children play at their own pace and most will complete the game within 45 minutes.

 

Does my organisation need specialist staff to administer the measure?

No. Administration is easy. Once the administration manager at your site has set out the framework for collecting data using the online administration dashboard, and the game app has been installed on suitable devices at your organisation, children can complete the measure (play the game) relatively independently and with minimal assistance from supervisory staff.

The measure can be administered to groups of children simultaneously as long as they are provided with quiet conditions that do not distract them from paying full attention as they play the game.

Yes. Data can be collected in field settings if the game app has been installed on the organisation’s portable devices (ipads or laptops) and as long as an internet connection is available.

The measure provides timely information about children’s current state of wellbeing, and can be used to monitor changes over time and in response to supportive program implementation. However, it is not designed for very frequent repeated use or to evaluate short-term programs.

The recommended frequency for use in schools is once a year (e.g., primary schools may undertake annual testing with all children enrolled at the school, from Year 1 upwards).

In child service agencies where children receive comprehensive programs of support, the recommended interval between baseline and follow-up testing when evaluating the effect of program delivery may be reduced to approximately 6 months (although some discretionary flexibility around timing may be exercised by staff).

Costs are based on the number of children to be included and staff training requirements.

The Rumble’s Quest tool incorporates comprehensive online user guide on the administration dashboard that offers a combination of video-casts and written instructions to guide accredited users through the details of how to prepare and set up for data collection at their site.

Use of the mandatory online training package is also part of the conditions of use.

The measure is linked to a secure database hosted in accordance with strict ethical and privacy rules.

  • Registered users can generate reports based on the data they collected for the children in their care.
  • Each registered user’s data are automatically linked to their specific user account.
  • A filtered access process ensures that each user has access only to the data that has been generated in association with their own secure account).

Costs are based on the number of children to be included and staff training requirements.

The reporting software generates norm-referenced data profiles around the core wellbeing domains to assist users in their efforts to develop goals, objectives and action plans for promoting children’s social and emotional wellbeing.

  • The Rumble’s Quest reporting menu on the administration dashboard provides a simple, user-friendly interface for managing data
  • The reporting function allows for the sorting and filtering of results based on categories such as age and gender
  • Reports for individual children aggregate the responses they make to sets of specific items into a Total Wellbeing score and four subscale scores
  • Reports for groups can highlight the percentage of children in the group who respond in specific ways to specific questions.

Download a Sample Report

Although the data collected by the game is not of a classified or sensitive nature, data security has been given top priority.

 

Data Encryption and Transmission

The data from the game is packaged  and is then encrypted in transit to the Rumble’s Quest Manager server using two layer AES and RSA 256 bit encryption. The server hosting has been provisioned through Amazon Web Services to the Amazon EC2 PRIVATE server with all data kept on-shore at their Sydney hosting facilities to ensure that data retention and data sovereignty guidelines are adhered to.

Once game data is received at the server it is de-identified using database segmentation so that the child’s name is separated from their answers and anything that identifies what school or organisation they are from.

 

Uploading Child Details into the Manager

The process of account holders uploading the child participation list is initially handled between the client machine and the web server via an SSL connection. Once the web server receives the data the application splits the child’s name from their other details so that from a single database view there is no link between the school or agency and the name of the child.

 

Data Access for Reporting

Access to the data is in the form of reports that are generated through a secure login section of the Rumble’s Quest Manager. User access is managed through an Account Administration gateway to ensure that only approved account holders can gain access to the data generated through their own account.

If you require a  more detailed security report please do not hesitate to contact us at rumblesquest@realwell.org.au

 

Click here to read the minimum requirements for playing Rumble’s Quest.

Yes. The measure of child wellbeing has been the subject of psychometric research with a large sample of primary-school-aged children.

The measure exhibits excellent validity (significant correlations to a number of paper and pencil measures that relate to various aspects of wellbeing) and reliability (high test-retest correlation .82; and high internal consistency .92).

Yes. Technical support is provided via Rumble’s Quest online support rumblesquest@realwell.org.au

Rumble’s Quest offers users:

  • A reliable and effective way to assess wellbeing in primary school aged children
  • An engaging way to involve children directly in the measurement process
  • Comprehensive reporting features with direct access to results (once data are collected schools or other users have immediate access to their own results so they can begin planning how to act on their data to support children’s needs).

All these things make Rumble’s Quest a user-friendly and feasible way for schools or organisations to collect wellbeing data for large groups (e.g., the whole school population) with relative ease.