Backward Design

Backward Design

Backward Design is a method of designing pedagological curriculum by setting goals before choosing activities or content to teach. The idea is to teach towards those goals, which ensures that the content taught remains focused and organized, promoting a better understanding for students.

Backward Design challenges the traditional methods of curriculum planning. In traditional curriculum planning, one sits down and write down the list of content that will be taught. In backward design, one starts with goals, then assessments and finally lesson plans. A metaphor used by proponents of backward design is a road

Steps of Backward Design

Established Goals

First the educator chooses the goals of the curriculum or the unit to be taught. This is divided in 5 sections:

# The established goals (usually national or local standards to meet)
# The essential questions to consider
# The enduring understandings that students should have (Students will understand...)
# Content knowledge acquired (Students will know...)
# Skills acquired (Students will be able to...)

Assessment

The second part of curriculum planning with backward design is finding an assessment. This is usually the most difficult part for traditional educators switching to backward design because it is hard to conceptualize an assessment before deciding on lessons. The idea is that the assessment (formative and summative) should meet the goals set in the first section. This is to avoid assessing something that was not a goal and ensure that the goals are assessed. A metaphor to illustrate the reason for putting the assessment second could be to avoid soccer practice to prepare a team for a basketball tournament. Coaches would not deny the value of soccer practice, but it is clear that it does not fit the goals set out by the team. In backward design, educators approach the situation in very much the same way

Learning Plan

Finally, educators list the essential questions to be considered in individual lessons or unit (in the case of a curriculum planning). This ensure that lessons and units flow towards the goals set in the first section and learning and understanding is assessed properly.


Wikimedia Foundation. 2010.

Игры ⚽ Поможем сделать НИР

Look at other dictionaries:

  • Backward compatibility — In the context of telecommunications and computing, a device or technology is said to be backward or downward compatible if it can work with input generated by an older device.[1] If products designed for the new standard can receive, read, view… …   Wikipedia

  • Design pattern (computer science) — In software engineering, a design pattern is a general reusable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for …   Wikipedia

  • Understanding by Design — Understanding by Design, or UbD, is an increasingly popular tool for educational planning focused on teaching for understanding . [(nd) [http://www.ubdexchange.org/web resources/UbD Overview/learn more.cfm Learn More] . Understanding by Design]… …   Wikipedia

  • Looking Backward — Infobox Book | name = Looking Backward: 2000 1887 title orig = translator = image caption = cover of Looking Backward: 2000 1887 author = Edward Bellamy illustrator = cover artist = country = United States language = English series = genre =… …   Wikipedia

  • interior design — 1. the design and coordination of the decorative elements of the interior of a house, apartment, office, or other structural space, including color schemes, fittings, furnishings, and sometimes architectural features. 2. the art, business, or… …   Universalium

  • Software design pattern — In software engineering, a design pattern is a general reusable solution to a commonly occurring problem within a given context in software design. A design pattern is not a finished design that can be transformed directly into code. It is a… …   Wikipedia

  • Software design — is a process of problem solving and planning for a software solution. After the purpose and specifications of software are determined, software developers will design or employ designers to develop a plan for a solution. It includes low level… …   Wikipedia

  • Mechanism design — The Stanley Reiter diagram above illustrates a game of mechanism design. The upper left space Θ depicts the type space and the upper right space X the space of outcomes. The social choice function f(θ) maps a type profile to an outcome. In games… …   Wikipedia

  • Nunney Castle — Somerset, England …   Wikipedia

  • Metamaterial antenna — This Z antenna tested at the National Institute of Standards and Technology is smaller than a standard antenna with comparable properties. Its high efficiency is derived from the Z element inside the square that acts as a metamaterial, greatly… …   Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”