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a ready-to-run workshopBackward Design
Instructional Strategies · Workshop

Backward Design (Workshop)

Everything you need to lead this with your staff or PLC: a minute-by-minute run-of-show, what to say, what to hand out, and how to make it stick. Pick the length that fits your slot.

Key takeaway

The most common planning habit is to start from activities and the textbook and hope the learning follows, but backward design reverses the order: first name the understandings and skills students should walk away with, then decide what evidence would actually prove they got there, and only then build the lessons, so every activity earns its place by serving a clear end.

Format
PLC / team meeting
Length
45 minutes
Group size
Any (works 4-40)
Who can run it
Any teacher-leader
You will need
Slides (5)Printed handoutA unit you teachA timer
Aligned to
Learning Forward: Rigorous ContentInTASC 8: Instructional StrategiesWiggins & McTighe: Understanding by Design
Share / assign

Why it works

Most planning starts in the wrong place. A teacher opens the textbook to the next chapter, pulls some activities that look engaging, sequences them across the week, and trusts that learning will follow. The trouble is that activities are not the same as understanding, and a week of well-liked tasks can leave students unable to do the one thing the unit was supposed to teach. Backward design, the planning framework most associated with Grant Wiggins and Jay McTighe's Understanding by Design, fixes this by reversing the order of planning into three stages. First, identify the desired results: what should students understand, know, and be able to do by the end, stated clearly enough that you would recognize it if you saw it, and narrowed to the few enduring understandings worth the time rather than everything the chapter mentions. Second, determine acceptable evidence: before planning a single lesson, decide what students would have to produce or perform for you to be convinced they reached those results, which usually means designing the assessment up front rather than tacking it on at the end. Third, and only now, plan the learning experiences: choose the activities, sequence, and instruction that will actually get students to that evidence. The power of the sequence is that every lesson is accountable to a clear target. An activity that does not move students toward the desired results or help them produce the evidence gets cut, however fun it is, and a gap between what you are teaching and what you are assessing becomes visible before the unit starts instead of after the test. Wiggins and McTighe also warn against two planning traps the framework guards against: the activity trap, where engaging tasks substitute for learning, and the coverage trap, where racing through content substitutes for understanding. Backward design is not more paperwork; done well it is less, because it stops teachers from building elaborate lessons that serve no clear end. The workshop walks teams through the three stages on a real unit they teach, so they leave with a unit planned from its end backward.

The research: Wiggins, G. & McTighe, J. Understanding by Design.

The run-of-show

Choose your slot. The agenda, timings, and length update to match.

    The core activity: plan a unit through the three stages

    The heart of the session is taking a real unit through results, evidence, then lessons, in that order.

    Plan from the end backwardName the understandings first, then the evidence that would prove them, then the lessons. Every activity earns its place by serving a clear end, and gaps between teaching and assessing show up before the unit starts.

    Facilitator notes

    Less paperwork, not moreDone well, backward design cuts planning, because it stops teachers building elaborate lessons that serve no clear end. The three stages are a thinking order, not a new form to fill in.

    Adapt it

    Participant handout

    One page for every teacher. Print it, or save it as a PDF.

    K12 Academics · Professional Learning

    Backward Design: results, evidence, lessons

    Plan the unit from its end backward: name the desired results, decide the evidence, then design the lessons that reach it.

    1. Stage 1, the few desired results (understand, know, do):
    2. Stage 2, the evidence I would accept as proof:
    3. The assessment that produces that evidence:
    4. Stage 3, the lessons that get students there:
    5. Activities I am cutting because they do not serve the end:

    Make it stick

    Backward design compounds unit over unit. Close by setting the follow-up:

    Common questions

    Isn't designing the assessment before the lessons backward?
    That is exactly the point, and it is the hardest habit to adopt. If you wait until the end to decide how you will assess, the assessment ends up shaped by whatever you happened to teach, rather than the teaching being shaped by a clear target. Naming the evidence first makes the target concrete, exposes gaps between what you plan to teach and what you plan to assess before the unit starts, and keeps every lesson accountable to something real.
    Does backward design mean every activity has to be serious?
    No. It means every activity has to earn its place by moving students toward the desired results or helping them produce the evidence. A game, a discussion, or a hands-on task can absolutely do that, and when it does it belongs. The framework only cuts activities that are engaging but lead nowhere, which is the activity trap it is designed to catch.
    This sounds like a lot of planning. Is it realistic day to day?
    Done well it is less planning, not more, because it stops you building elaborate lessons that serve no clear end. The three stages are a thinking order rather than a new form, and most teachers find the biggest payoff at the unit level: plan the unit backward once, and the individual lessons become faster to plan because each one has an obvious job.

    Go deeper

    Build it into a bigger day