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With the expansion and development of information and communication technologies and computer graphics, today’s adaptive learning platforms frequently take form of visuospatial games to facilitate mathematics learning in K-12 education. A within-subjects, pretest-posttest research design was applied to explore how individual differences in verbal and visuospatial working memory capacity and executive functions influence elementary students’ math fact mastery as they engage in a visuospatial, game-based adaptive learning platform for practicing math facts. Visuospatial working memory capacity predicted math fact gain within the visuospatial games but not on a traditional paper-and-pencil assessment. Similarly, inhibitory control and set shifting predicted performance math fact gain within the visuospatial games but only set shifting was a predictor of learning on a paper-and-pencil assessment.