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The term backward design refers to an approach to schooling, both at the system level and classroom level, predicated on a tight focus on achieving predetermined mission-related goals. Backward design for education was largely created and popularized by Grant Wiggins and Jay McTighe as an alternative to traditional design approaches wherein teachers typically began with content (such as textbooks, novels, or standards) and then created instruction around the ideas or questions that arose from selected materials. The backward design approach asks teachers and school leaders to determine skills, ideas, understandings, and dispositions most critical for students and then build learning experiences that ensure those outcomes. This entry discusses the application of backward design to curriculum design, schools and school systems, system-wide programming, and evaluation.

Although its applications are varied, backward design theory and technique is most typically used by teachers to develop lesson and unit plans and by educational leaders to improve system- or building-wide curricula. The most foundational principle of backward design is that educators must allow their work to be guided by jointly established goals (either for student understanding or for school/district improvement) and assessed using authentic performance assessments that generate acceptable evidence. The popularity of backward design increased dramatically through the first decade or so of the 21st century and it is commonly taught as part of educator preparation programs. Backward design is a valuable framework for educational evaluation, as it helps to operationalize key variables involved in school, program, or curriculum design.

Backward Curriculum Design

Backward curriculum design is sometimes also termed understanding by design after the book of the same name in which it is outlined in detail. It is not a prescriptive system of curriculum development, but rather is intended to be a way of thinking about instruction that keeps student understanding of essential concepts and ideas at the heart of schooling. Backward curriculum design may improve instruction by giving teachers a framework that encourages a focus on student growth rather than on the process of teaching and that avoids two common pitfalls of classroom instruction: teaching that is focused on activities or busy work and teaching that is focused on covering some quantity of content, such as a chapter in a textbook.

In the broadest terms, backward curriculum design is usually approached as a three-phase process. First, a teacher (or group of teachers) identifies desired results. Second, a determination is made about what will constitute acceptable evidence of learning. Third, the learning experience is planned in detail.

Identifying Desired Results

A frequently used analogy likens backward curriculum design to vacation planning; before planning the particulars of a trip (e.g., plane tickets, hotel bookings, excursions), a traveler must first decide on a destination. Similarly, when planning a learning experience, teachers who use backward design principles decide at the outset on what results they hope a lesson or unit will achieve. In other words, they decide what understandings, knowledge, and skills students will gain or enhance by participating in the experience.

Identifying such big ideas, however, can be challenging. Practitioners of backward curriculum design often begin by sorting their materials into three categories of importance: those ideas, facts, and skills that are essential, those that are important, and those that are worthwhile. Although the definitions of these categories are fluid and must be determined by each practitioner’s assessment of learning needs of the practitioner’s students, the basic guidelines are as

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