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Middle school mathematics education is subject to on-going reform based on advances in instructional technology, leading to calls for investment in learning games. Issues pertinent to the discussion revolve around potential device-based data collection opportunities available in these dynamic, innovative learning environments. Through our co-design efforts, we identified priority areas for data collection: personalized feedback, student assessment, and deeper learning. With these priority areas in mind, we demonstrate how [The Math App], which focuses on fractional knowledge, could be harnessed to support classroom decision-making. Results from two years of implementation and iterative refinement suggest that [The Math App] could improve instruction and learning by leveraging noted features. We highlight how these features address requirements to promote classroom-based evidence-supported decision-making.