Backward Design in Practice: Planning Units That Actually Achieve Their Goals
Most teachers plan units the same way: identify the topic, sequence the activities, then figure out how to assess. This forward-design approach produces units where the assessment is tacked on at the end, not integrated into the learning, and where it's often unclear whether the activities actually develop the skills being assessed.
Backward design (Grant Wiggins and Jay McTighe's Understanding by Design framework) reverses this sequence. You start with the desired outcomes, then design assessment evidence for those outcomes, and only then design the learning experiences. The activities serve the assessment; the assessment serves the standards.
This sounds like a subtle shift. In practice, it's a fundamental reorientation of how you think about planning.
Stage 1: What Are the Desired Results?
Start here: what do you want students to understand, know, and be able to do by the end of this unit? Be specific. "Understand the Civil War" is not a desired result — it's a topic. "Students will be able to analyze multiple contributing causes of the Civil War and evaluate competing historical interpretations of which were most significant" is a desired result.
Wiggins and McTighe distinguish between three types of outcomes:
- Transfer goals: what can students do with the learning in new contexts, beyond this specific unit?
- Understanding: what should students understand that's not obvious — the big ideas, the non-trivial insights, the things students often misunderstand?
- Knowledge and skills: what specific content and skills do students need to achieve the transfer and understanding goals?
Essential questions (open-ended, thought-provoking questions that persist beyond the unit) drive the understanding component. "What makes evidence sufficient to establish historical causation?" or "When is conflict productive versus destructive?" are essential questions that unit activities should return to repeatedly.
Stage 2: What Evidence Counts as Understanding?
Only after clarifying desired results: what evidence will tell you that students achieved them? Design the assessment before designing the activities.
The key question is: what would students be able to do if they genuinely understood this? Not what would they be able to say, or recall, or recognize — what would they be able to do? Performance tasks that require transferring knowledge to a new context are the most powerful evidence of understanding.
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"Write an essay analyzing the causes of the Civil War" tests recall and analytical writing. "You're advising a 1850s senator trying to prevent conflict — based on your analysis of contributing causes, what would you recommend, and why would you prioritize those causes?" tests understanding and transfer. Both assess the content; the second assesses whether the student actually understands it in a way that can be applied.
Other evidence sources — quizzes, observations, classwork samples — supplement but don't replace the performance task. You need multiple types of evidence to build a reliable picture of where students are.
Stage 3: What Experiences Build This Understanding?
Now, and only now, do you design the activities. Every activity should serve either the assessment or the understanding goal it's building toward. Wiggins and McTighe use the acronym WHERETO as a planning check:
- W: Where are we going? Are students clear on the goals and expectations?
- H: Hook and hold attention — is there an engaging entry point?
- E: Equip students with knowledge and skills they need
- R: Rethink and revise — are there opportunities to reconsider understanding?
- E: Evaluate their progress and adjust instruction
- T: Tailored to different needs and interests
- O: Organized for maximum engagement and effectiveness
The most common place backward design exposes problems: activities that don't connect to the assessment or the understanding goals. If you can't explain how an activity builds toward the Stage 1 outcomes, it shouldn't be in the unit.
What This Changes in Practice
Backward design produces tighter units — less "coverage" of tangential content, more time on the most important ideas. It produces assessments that feel more meaningful to students because they can see the connection between what they practiced and what they're being asked to demonstrate. It also reveals gaps: if you can't design a performance task that would show whether students achieved the understanding goal, the goal may not be specific enough.
For teachers who've planned forward their whole careers, backward design takes practice. The instinct is to start with activities — "we'll read this primary source, watch this documentary, do this simulation" — and resist that instinct. Start with the end: if students genuinely understood this, what would they be able to do?
LessonDraft uses backward design principles to generate lesson and unit plans — starting from your standards and desired outcomes, then building the activities that develop them.The Common Objection
"I already know what I'm teaching — why work backward from the end?" Because the end shapes everything. A unit designed backward toward a transfer performance task is a different instructional experience than a unit designed forward toward a coverage test. Students develop different understanding, teachers ask different questions, and activities serve different purposes. The backward-designed unit is harder to plan and more coherent to experience.
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Frequently Asked Questions
Can I use backward design for a single lesson rather than a full unit?▾
How do I balance covering content standards with backward design's emphasis on deep understanding?▾
What's the most common mistake teachers make when using backward design?▾
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