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Learn how the Backward Design Model focuses on desired learning outcomes first, then crafts instructional methods to achieve them

Backward Design

Backward Design focuses on identifying learning outcomes first and then developing instructional methods to achieve those goals.

Backward Design, developed by Grant Wiggins and Jay McTighe, is a strategic framework for designing educational curricula, courses, and assessments — it begins with the end in mind, identifying desired learning outcomes first, then working backward to develop instructional methods and materials that achieve them.

Start with the destination. What should learners be able to do when they're done? Everything else — content, activities, assessments — exists to get them there.

Origins and Evolution

Introduced in the late 1990s through Understanding by Design by Grant Wiggins and Jay McTighe. A response to inefficiencies in traditional teaching where educators focused on delivering content rather than ensuring students achieved specific learning outcomes.

Related models: Understanding by Design (UbD), Constructivist Learning Theory, Bloom’s Taxonomy, Kirkpatrick’s Four Levels of Training Evaluation.

The Three-Stage Process

1

Identify Desired Results

Define clear and measurable learning objectives that serve as the foundation for the entire instructional plan. This stage is about determining what learners should understand, know, and be able to do.

  • Core content and concepts: Fundamental ideas and knowledge that form the basis of the subject matter
  • Skills and competencies: Critical skills and abilities learners should develop
  • Enduring understandings: Overarching principles with long-term value beyond the course or classroom
2

Determine Acceptable Evidence

Design assessments that effectively measure student learning and proficiency — before any instructional activities are planned. This ensures assessment drives design, not the other way around.

  • Alignment with learning goals: Assessments directly measure the objectives defined in Stage One
  • Performance tasks: Authentic demonstrations of competency in realistic contexts
  • Formative checkpoints: Quizzes, reflections, and informal checks along the way
  • Summative assessments: Final projects, portfolios, and peer assessments
3

Plan Learning Experiences and Instruction

Design instructional strategies and activities that are fully aligned with the goals and evidence defined in the previous two stages. Only now do you plan the content delivery.

  • Enabling knowledge and skills: Facts, concepts, principles, and skills learners need to reach the goals
  • Engaging learning activities: Interactive lectures, collaborative projects, case studies, simulations, workshops, e-learning modules, flipped classroom sessions
  • Instructional resources: Materials and tools that directly support the learning goals
Common mistake

The most common mistake is skipping Stage 2 and designing activities before assessments. If you don't know how you'll measure success, you can't design learning that leads there.

Backward Design in LXD: Examples

The three-stage process applies across a wide range of learning contexts. Here are common applications:

Creating Learning Pathways

Planning a sequence of professional development modules with a clear end goal. Each module builds on the previous, progressively developing the knowledge and skills defined in Stage One.

Competency-Based Programs

Starting with the competencies learners must demonstrate, then designing targeted learning experiences and assessments. All instructional activities are tied directly to specific, measurable skills.

Professional Workshops

Identifying the desired skills or knowledge areas first, then working backward to create workshop activities and assessments — rather than filling time with content.

Online Learning Modules

Defining what learners need to know and be able to do by the end of the module, then creating engaging and interactive content aligned with those outcomes.

Collaborative Projects

Defining desired team-based outcomes first, then designing activities that promote teamwork and critical thinking. Each team member understands their role and how their contributions align with the project goals.

Practical tip

When writing your Stage One objectives, use Bloom's Taxonomy action verbs to ensure they're measurable. Stage Two assessments should directly test those same verbs — if the objective says "analyze," the assessment should require analysis, not just recall.

Key Questions Answered

The most commonly asked questions about this topic, concisely answered.

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