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Racial bias interventions for higher education STEMM audiences are often limited to in-person group workshops, small samples, and simple survey designs. Using a mixed-method experimental design, we examined how an online, gamified intervention affected racial attitudes and self-regulatory processes. 609 students completed a pre/post survey with nine racial attitude measures, and engaged in a think-emote aloud while being screen recorded playing the game. Path analyses revealed increased confusion about microaggressions, altered perceptions of the racial climate, and changes in allyship intentions. Self-regulatory processes also revealed poor learning and coping strategies that suppressed intervention effects. The study provided a better understanding of how SRL theories apply to the learning and teaching of racialized topics within a digital learning environment.