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In this paper, we examined speed-accuracy trade-offs to gain insight into how students with math learning disabilities or difficulties solve math problems in a computer game. We present how we measured response time and accuracy of embedded assessment items in the game, used a diffusion model to find the “sweet spot” based on the observed and the predicted response thresholds, and applied a joint Item Response Theory model analysis to identify patterns of game-based math performance. We discuss how to address patterns and optimal thresholds of response time and accuracy for technology-based math interventions.