6. A system for motivating learner success in target education skill practice when playing a massive multiplayer educational role playing game from a server communicated through a learner connection to a learner's control module comprising: a. a multiplicity of characters such that each learner controls one or more persistent characters, b. the characters arranged such that they exist under the learner control during multiple sessions of game play; c. an activity module arranged to provide a multiplicity of activities; d. a multiplicity of target education skills chosen based on the learners educational attainment; e. the activities arranged in a first group including a target education skill practice and a second group without the target education skill; f. a character level system arranged to accumulate the experience and accomplishments of the character by allocating an experience point value when the character successfully completes a game activity; g. a character profile that is translated to a learner profile representing progress in mastery of the target educational skills; h. the character profile containing a profile of character game experiences including experience points; i. the activities in the first group arranged to give the character a possession chosen from the group consisting of craft object and craft object enhancement with a variable appearance; j. an activity arranged to provide monetary units; k. a character object exchange arranged such that a character obtains a possession appearance improvement using monetary units; and l. the activities in the second group arranged to show one or more possessions with a variable appearance wherein the learner is motivated by indirect feedback to succeed in target education skill practice by the desire to display attractive character possessions.
6. A system for motivating learner success in target education skill practice when playing a massive multiplayer educational role playing game from a server communicated through a learner connection to a learner's control module comprising: a. a multiplicity of characters such that each learner controls one or more persistent characters, b. the characters arranged such that they exist under the learner control during multiple sessions of game play; c. an activity module arranged to provide a multiplicity of activities; d. a multiplicity of target education skills chosen based on the learners educational attainment; e. the activities arranged in a first group including a target education skill practice and a second group without the target education skill; f. a character level system arranged to accumulate the experience and accomplishments of the character by allocating an experience point value when the character successfully completes a game activity; g. a character profile that is translated to a learner profile representing progress in mastery of the target educational skills; h. the character profile containing a profile of character game experiences including experience points; i. the activities in the first group arranged to give the character a possession chosen from the group consisting of craft object and craft object enhancement with a variable appearance; j. an activity arranged to provide monetary units; k. a character object exchange arranged such that a character obtains a possession appearance improvement using monetary units; and l. the activities in the second group arranged to show one or more possessions with a variable appearance wherein the learner is motivated by indirect feedback to succeed in target education skill practice by the desire to display attractive character possessions. 7. The system as in claim 6 further comprising: a. a character inventory that is arranged to record character possessions; b. selected activities in the first group arranged to provide a character inventory with a possession chosen from the group consisting of PGO, PGO attribute, and character attribute; c. the character object exchange arranged such that a character obtains a possession chosen from the group consisting of PGO, PGO attribute, and character attribute using monetary units; and d. one or more possessions required in the character inventory for successful completion of selected second group activities wherein the learner is motivated to succeed in target education skill practice in order to advance the character in the game and to produce a favorable learner profile.