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In this paper, we apply a novel approach using the drift-diffusion model to examine potential trade-offs and find balanced performance points that account for both accuracy and response time, using data from an efficacy trial of a mathematics technology gaming intervention, NumberShire, specially designed for first-grade students with or at risk for learning disabilities. Results indicate that accuracy tends to increase as response time decreases, but only to a certain point. Practical implications include that educators should consider both accuracy and response time to intensify and individualize their instruction and take student background into account. We suggest that developing technology-based mathematics interventions and assessments requires careful design and configuration to balance accuracy and response time, thereby enabling adaptive performance thresholds for better understanding and supporting student learning in early mathematical fluency.