2. Curriculum Design Models

Backward Design

Learn backward design steps: identify desired results, determine acceptable evidence, and plan learning experiences and instruction backward from assessments.

Backward Design

Hey students! šŸ‘‹ Ready to discover one of the most powerful tools in education? Today we're diving into backward design - a revolutionary approach to curriculum planning that flips traditional lesson planning on its head. By the end of this lesson, you'll understand why starting with the end goal in mind creates more effective learning experiences, and you'll master the three essential stages that make this framework so successful. Let's explore how thinking backwards can actually move your learning forward! šŸŽÆ

What is Backward Design and Why Does it Matter?

Imagine you're planning a road trip. Would you just hop in the car and start driving, or would you first decide where you want to end up? Most people would choose their destination first, then figure out the best route to get there. Backward design applies this same logical thinking to education! šŸš—

Backward design is a curriculum planning framework developed by educational experts Grant Wiggins and Jay McTighe in their groundbreaking book "Understanding by Design." Instead of starting with activities and hoping students learn something useful, backward design begins with the end goal - what you want students to know, understand, and be able to do - then works backward to create the perfect learning journey.

This approach matters because traditional "forward design" often leads to what educators call the "activity trap." Teachers get excited about fun activities but lose sight of whether students are actually learning the important stuff. Research shows that when educators use backward design, students demonstrate significantly higher achievement and deeper understanding of concepts.

Here's a real-world example: Instead of thinking "Let's do a cool science experiment with volcanoes," backward design asks "What do I want students to understand about geological processes?" Then it works backward to find the best ways to assess and teach that understanding - which might include volcano experiments, but only if they truly serve the learning goal! šŸŒ‹

Stage 1: Identify Desired Results - Starting with the End in Mind

The first stage of backward design is all about getting crystal clear on your desired results. This isn't just about listing topics to cover - it's about identifying the enduring understandings that will stick with students long after they leave your classroom.

Grant Wiggins and Jay McTighe emphasize that not all learning goals are created equal. They organize desired results into three concentric circles:

Worth Being Familiar With (outer circle): These are facts, terms, and basic knowledge that students should know. For example, in a history class, students might need to know specific dates of World War II battles.

Important to Know and Do (middle circle): These are key skills and important knowledge that students need for success in the subject. In that same history class, students should understand the causes and effects of major historical events.

Enduring Understanding (inner circle): These are the big ideas that transfer beyond the classroom - the insights that will matter in 10 years. For our history example, students should understand how economic factors influence political decisions and conflicts.

A fantastic real-world application comes from Singapore's education system, which consistently ranks among the world's best. Their math curriculum uses backward design by first identifying that students need to understand mathematical reasoning and problem-solving (enduring understanding), then working backward to determine which specific skills and facts support this goal. The result? Singaporean students consistently outperform their international peers! šŸ“Š

When identifying desired results, students, ask yourself these key questions:

  • What should students understand and be able to do 10 years from now?
  • What are the big ideas that connect to other subjects and real life?
  • What knowledge and skills are absolutely essential versus just nice to know?

Stage 2: Determine Acceptable Evidence - Thinking Like an Assessor

Once you know where you're going, Stage 2 asks the crucial question: "How will you know when students have arrived?" This stage is all about determining what evidence will prove that students have achieved those desired results from Stage 1.

McTighe and Wiggins encourage educators to "think like an assessor" before becoming a teacher. This means designing assessments that truly measure understanding, not just memorization. They identify different types of evidence:

Performance Tasks: These are complex, authentic assessments where students apply their learning to real-world situations. For example, instead of just testing students on nutrition facts, have them create a week-long meal plan for a family on a budget while meeting specific dietary requirements. This shows they truly understand nutritional principles! šŸŽ

Other Evidence: This includes traditional assessments like quizzes, tests, and observations, but they're designed to support the performance tasks, not replace them.

A powerful example comes from Finland's education system, which uses backward design principles extensively. Finnish students take very few standardized tests compared to other countries, but their teachers are trained to create authentic assessments that measure deep understanding. The result? Finland consistently ranks among the top countries in international education comparisons, proving that quality assessment beats quantity! šŸ‡«šŸ‡®

The key insight here, students, is that assessment isn't something you tack on at the end - it's the bridge between your goals and your instruction. When you know exactly how you'll measure success, you can design learning experiences that actually prepare students for that success.

Stage 3: Plan Learning Experiences and Instruction

Now comes the fun part - designing the actual learning experiences! But here's the twist: because you've already identified your goals (Stage 1) and how you'll measure success (Stage 2), Stage 3 becomes much more focused and effective.

This stage follows the WHERETO framework, which ensures learning experiences are engaging and effective:

W - Help students understand WHERE the learning is going and WHY it matters

H - HOOK students with engaging entry points

E - EQUIP students with necessary knowledge and skills

R - Provide opportunities for RETHINKING and REVISION

E - EVALUATE student understanding throughout

T - Be TAILORED to different learning needs

O - Be ORGANIZED for maximum effectiveness

A brilliant real-world example comes from High Tech High in California, a network of schools that uses backward design for all their project-based learning. Students don't just learn about environmental science in isolation - they work backward from real community problems. One class identified that they wanted students to understand human impact on ecosystems (Stage 1), measured through creating an actual environmental impact report for their community (Stage 2), then designed learning experiences including field research, data analysis, and community presentations (Stage 3). The result? Students produce college-level work and show deep understanding that transfers to new situations! 🌱

The magic happens when all three stages work together. Your learning activities aren't random or just "fun" - they're strategically designed to prepare students for the assessments, which are strategically designed to measure the goals that truly matter.

Conclusion

Backward design revolutionizes education by flipping the traditional planning process. Instead of starting with activities and hoping for learning, it begins with clear goals, determines how to measure success, and then creates targeted learning experiences. The three stages - identifying desired results, determining acceptable evidence, and planning learning experiences - work together to create more effective, engaging, and meaningful education. When educators think like assessors and start with the end in mind, students achieve deeper understanding and better prepare for real-world challenges. This framework has proven successful in education systems worldwide, from Singapore's math excellence to Finland's holistic approach to High Tech High's innovative projects.

Study Notes

• Backward Design Definition: Curriculum planning framework that starts with desired learning outcomes and works backward to create instruction and assessments

• Three Stages of Backward Design:

  • Stage 1: Identify Desired Results
  • Stage 2: Determine Acceptable Evidence
  • Stage 3: Plan Learning Experiences and Instruction

• Three Circles of Understanding:

  • Worth Being Familiar With (outer circle)
  • Important to Know and Do (middle circle)
  • Enduring Understanding (inner circle - most important)

• Key Developers: Grant Wiggins and Jay McTighe in "Understanding by Design"

• WHERETO Framework: WHERE/WHY, Hook, Equip, Rethink/Revise, Evaluate, Tailored, Organized

• Performance Tasks: Complex, authentic assessments that measure real understanding through application

• "Think Like an Assessor": Design assessments before planning instruction to ensure alignment

• Activity Trap: Traditional planning problem where fun activities don't align with learning goals

• Enduring Understanding: Big ideas that transfer beyond the classroom and matter long-term

• Assessment Types: Performance tasks (primary) + other evidence (quizzes, tests, observations)

Practice Quiz

5 questions to test your understanding

Backward Design — Curriculum Studies | A-Warded