Event though Information and Communications technology arises as a powerful tool for the improvement of education, at present, e-learning does not improve learning methods but merely repeats the problems of traditional education.
This work proposes a new educational model that tries to tackle these problems. Through the use of a global ontology as basis of a Knowledge Management System, this system allows us to establish the largest number of relationships within the available information, and its classification. From this Knowledge support, learning is planned through action, wich results in the execution of tasks that are based on computer games srategies. The system interacts with the student to motivate him, showing him the information adapted to his preferences.