E-learning is a type of learning that relies on the use of digital technologies represented in computers and communication networks by the learner, including the inclusion of these means of innovative communication mechanisms such as: computer networks, multimedia, electronic content, search engines and electronic libraries in order to achieve learning with less time and effort and more benefit. . E-learning is one of the interactive education strategies that aims to create a rich interactive environment in which computer applications and global networking technologies are relied upon, which are rich in synonyms of the language of the educational image, which is represented in interactive and superior multimedia, educational video conferences, virtual reality environments, simulations and educational elements. Therefore, e-learning is considered one of the means that support the educational process and transform it from the stage of indoctrination to the stage of interaction, creativity and skill development, where the concept of interaction in a distance learning environment is defined as (active learning that includes communication and multiple interaction Orientation among the elements of the educational process). The research aims to support the proper development of electronic curricula by studying the standards of interactivity in e-learning software and enhancing the positive role of the image language, its patterns and synonyms based on computer technology and software in achieving the largest part of the required interactivity. The electronic course to achieve interactivity, including the developed educational elements, virtual reality and simulation, and within the framework of evaluating the interactivity in the decisions that are produced. The study concluded that the higher levels of interaction can have a positive impact on the development of the educational environment and the outcome of the learner's cognitive achievement, which can be achieved by using the patterns and synonyms of the image language in the educational process. And that the level of interaction between the learner-content can lead to the development of the learner's ability to solve problems, which can be achieved by relying on virtual reality and simulation through learning strategies by practice and exploration. She also added that the design and production of curricula in electronic decisions still needs to activate more use of the patterns and synonyms of the image language based on computer technology and programs to reach the standards of interactivity and then the higher levels of it.