You might set a clock timer and use the Duration block to wait x milliseconds before sampling the accelerometer value.
If you set the delay large enough most devices should be able to keep up.
I just today had an issue with two different devices, one running 3x faster than the other and my game animations were too fast on the faster device.
I had to create a clock timer set to 0 Interval and use the delay block to test for 1000 ms to elapse while adding 1 to a tick counter variable.
the slower device counted to 150 ticks in one second and the faster one counted to 450 ticks.
I then used those values with the linear interpolation formula y = y1 + (x - x1)*(y2-y1)/(x2-x1) to determine the gravity and jumping velocity.
The best gravity and jumping velocity values were determined by experimentation with the two devices.
These values were plugged into the formula along with the number of ticks counted for the current device.
This should work for most any device even if the device is slower or faster than my two devices -- the formula still works.
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