Knowledge can be understood as the specification of classifications and causes, kinds and causes usually are fuzzy. Fuzzy Cognitive Maps has been applied in different areas to express the dynamic behavior of a set of related concepts. Its graphical structure allows systematic causal propagation forward and backward chaining. In the same way, nowadays individuals use a lot of different technological media: smart TV, Internet, video games, mobile phones, etc. The use of multimedia has become popular in the education field, these multimedia techniques can allow students to get more entertainment, immersion and interactivity. An interactive learning environment can provide useful information to analyze the student learning process. This research work presents a learning assessment system that uses Ullman algorithm to determine if there are graph isomorphism between the graph resulting from the interaction of a student with a gaming platform and the graph from causal relationships built by the teacher or tutor. In this evaluation, it was observed that most practical tasks obtain better results, confirming the Hebb rule on learning and cellular neurophysiological relationship.