Here's a question worth sitting with before you plan your next unit: if you don't know exactly what students should be able to do at the end, how do you know whether your activities are actually helping them get there?
That discomfort is precisely what the backward design lesson plan framework is built to resolve. Instead of starting with content or a favorite project, backward design asks teachers to begin at the finish line, then build everything else to reach it. The result is tighter curriculum, clearer assessments, and far less instructional drift.
What is Backward Design? (Understanding by Design)
Grant Wiggins and Jay McTighe introduced the backward design framework in their 1998 book Understanding by Design (UbD). Their core argument is deceptively simple: teachers should identify what students must ultimately know, understand, and be able to do before selecting textbooks, activities, or assignments.
The framework rests on the idea that most planning failures aren't failures of effort. They're failures of sequencing. Teachers plan rich activities and then hope assessments will confirm that learning happened. Backward design reverses that sequence on purpose.
Wiggins and McTighe define understanding not as recall, but as the ability to transfer knowledge to new situations. A student who understands fractions can apply that knowledge to a recipe, a map, or a budget — not just a worksheet.
Crucially, backward design does not mean teaching to the test. The goal is designing assessments that require genuine understanding, then building instruction that develops that understanding. The test and the teaching serve the same master: the learning goal.
Traditional Design vs. Backward Design: Why Flip the Script?
Most teachers were trained in forward design: choose a topic, gather materials, teach through the content, then assess. It feels intuitive because it mirrors how we experience learning as students. But it creates two chronic problems that Wiggins and McTighe label the "twin sins" of instructional planning.
Activity-oriented teaching produces engaging lessons untethered to any clear learning goal. Students enjoy the activity, but nothing transfers because the activity was never designed to build toward mastery of anything specific.
Coverage-oriented teaching races through content to finish the chapter. Assessment becomes a checklist of topics touched rather than evidence of genuine understanding.
| Dimension | Traditional Design | Backward Design |
|---|---|---|
| Starting point | Content or textbook unit | Learning goals and standards |
| Assessment timing | Designed last | Designed before instruction |
| Activity selection | Based on engagement or habit | Based on alignment to evidence needs |
| Teacher's guiding question | "What will I teach?" | "What will students understand?" |
| Primary risk | Busy but unproductive activities | Requires upfront clarity on "big ideas" |
The shift isn't cosmetic. A backward design lesson plan forces the hardest question to the front of planning: what does mastery actually look like?
Stage 1: Identify Desired Results
The first stage asks what students should know, understand, and be able to do by the end of the unit. Wiggins and McTighe structure this across three categories: established goals, enduring understandings, and essential questions.
Established goals are typically mandated: Common Core standards, state frameworks, or school benchmarks. These anchor the unit to external accountability and are usually your starting constraint.
Enduring understandings are the transferable insights you want students to carry beyond the unit. Not "students will know the causes of World War I" but "students will understand how nationalism and competing alliances can turn a regional dispute into a global catastrophe." The wording matters. Enduring understandings are complete sentences stating an insight, not topic labels.
Essential questions keep inquiry alive across the unit. A strong essential question has no single obvious answer, invites multiple perspectives, and can be revisited as understanding deepens. For a science unit on ecosystems, a good essential question is: "What happens to a system when one part is removed?"
Writing Learning Objectives with Bloom's Taxonomy
To translate enduring understandings into measurable objectives, most teachers use Bloom's Taxonomy, developed by educational psychologist Benjamin Bloom at the University of Chicago. The six levels — remember, understand, apply, analyze, evaluate, create — give you a vocabulary for specifying exactly what cognitive work students will do.
A strong backward design lesson plan anchors objectives at the upper half of Bloom's taxonomy. If every objective sits at "remember" or "understand," your assessments will follow suit, and students won't build skills that transfer.
Pair an action verb from Bloom's with a specific context. "Students will analyze the rhetorical strategies in a primary source document" is far more plannable — and assessable — than "students will understand propaganda."
Stage 2: Determine Acceptable Evidence
Once you know what students should understand, you decide what will count as proof. This is where backward design most clearly separates itself from traditional planning: assessment design happens before lesson planning, not after.
Wiggins and McTighe recommend combining two types of evidence.
Summative assessments capture what students understand at the end of the unit. These are your culminating performance tasks, projects, essays, or exams. A strong summative task in a backward design lesson plan resembles real-world application — not just a test of recall, but a demonstration of transfer to a new context.
Formative assessments give you ongoing data during the unit so you can adjust before the summative. Exit tickets, quick writes, peer reviews, and whole-class discussion checks all count. The criterion is that they check for the same understanding you targeted in Stage 1.
Designing Rubrics That Prove Mastery
A rubric built for backward design starts with the Stage 1 enduring understanding and works outward. Each criterion should map to a component of what mastery looks like.
A common mistake is designing rubrics around effort or task completion. A backward design rubric answers a different question: does this student's work show that they understand the big idea? Criteria like "uses specific textual evidence to support a claim" or "correctly identifies the limiting factor in a food web" connect directly to the enduring understanding rather than to surface features of the assignment.
Stage 3: Plan Learning Experiences and Instruction
Only now do you plan what happens in the classroom each day. With Stage 1 goals and Stage 2 assessments established, instructional activities have clear criteria: they serve the unit's enduring understandings and prepare students to succeed on the assessments.
Wiggins and McTighe offer the WHERETO framework as a planning checklist for Stage 3:
- W — Where is this going? Students know the learning destination and what's expected of them.
- H — Hook and hold interest from the start, connecting to students' prior knowledge and curiosity.
- E — Equip students through direct instruction, modeling, and guided practice toward the understandings.
- R — Revisit and rethink. Build in structured time for students to revise their thinking.
- E — Evaluate their own work before submitting. Self-assessment builds metacognition.
- T — Tailored to different learning needs through differentiation strategies.
- O — Organized for coherence and sustained engagement across the entire unit arc.
Every activity in your plan should answer the question: which WHERETO element does this serve, and how does it build toward Stage 1?
Backward Design Lesson Plans in the Digital Age: Using AI and LMS Tools
AI tools have made the hardest part of backward design faster: generating the raw material for each stage. You still need professional judgment to evaluate and refine what AI produces, but the blank-page problem largely disappears.
For Stage 1, tools like Claude, ChatGPT, or Google Gemini can generate multiple essential questions from a standard in seconds. Prompt them with the standard text and grade level, then evaluate which questions genuinely invite inquiry versus those with obvious single answers.
For Stage 2, AI can draft rubric criteria based on your enduring understanding. Paste your Stage 1 goals into a prompt and ask for a four-level rubric. Review each criterion against your actual enduring understanding before using it in class.
For Stage 3, LMS platforms like Canvas and Google Classroom let you tag activities to standards, making alignment visible across a unit at a glance. Some platforms now offer AI-assisted activity suggestions based on entered objectives, turning the WHERETO framework from a mental checklist into an auditable planning record.
AI tools don't know your students. They produce generic starting points. Your knowledge of the classroom — who needs scaffolding, which misconceptions are common, what connections will land — is what turns an AI-generated rubric into a useful one.
Differentiating Instruction within a Backward Framework
A frequent concern about backward design is that a fixed endpoint constrains differentiation. In practice, the opposite holds. Locking in Stage 1 goals frees you to vary everything else.
The destination stays constant. A student with a learning disability and a student reading three grade levels above their peers are both working toward the same enduring understanding. What changes is the route.
In Stage 2, differentiate the modality of evidence. One student writes an essay; another creates an annotated diagram; another gives an oral explanation with teacher questioning. All three can demonstrate the same understanding.
In Stage 3, scaffold differently based on student readiness. Use tiered texts, varied task complexity, and flexible grouping. The WHERETO element T exists specifically for this: every unit plan should include explicit differentiation built into its structure, not added on as an afterthought.
Universal Design for Learning (UDL), developed by researchers at CAST, provides the most systematic approach here. CAST's guidelines recommend building multiple means of representation, expression, and engagement directly into Stage 3 planning, which maps cleanly onto the WHERETO framework.
Subject-Specific Backward Design Examples
STEM: Biology Unit on Ecosystems
Stage 1 — Desired Results
Enduring understanding: Energy flows through ecosystems in predictable ways; disruption at any trophic level affects all others.
Essential question: How does a change in one population ripple through an entire food web?
Stage 2 — Acceptable Evidence
Summative: Students design a predictive model showing the effects of removing a keystone species from a local ecosystem, with written justification citing food web data.
Formative: Daily exit tickets requiring students to trace energy transfer between two specified trophic levels.
Stage 3 — Learning Experiences
Introduce the food web with a species interaction simulation, then shift to a real local ecosystem case study. Lab activities center on collecting data students will use in their summative model, so the lab has a clear purpose from day one.
Humanities: Grade 10 English Unit on Dystopian Literature
Stage 1 — Desired Results
Enduring understanding: Authors use dystopian fiction to critique specific social, political, or technological conditions of their own era.
Essential question: What is the author afraid of, and how does the novel's world reflect that fear?
Stage 2 — Acceptable Evidence
Summative: A comparative essay analyzing how two dystopian texts critique different aspects of contemporary society, using specific textual evidence and author context.
Formative: Weekly reading journals where students track authorial choices and their plausible real-world referents.
Stage 3 — Learning Experiences
Begin with a provocative primary source — a real political speech or policy document — before introducing the novel. Students maintain a running "critique log" throughout their reading that feeds directly into the summative essay structure.
What This Means for Your Planning Practice
The backward design lesson plan framework doesn't require abandoning everything you already do well. Most teachers already think about goals, assess students, and plan activities. What backward design provides is a sequence: goals first, evidence second, activities third.
That sequence changes the questions you ask at each stage. Before you design the lab, write the rubric. Before you write the rubric, write the enduring understanding. Before you write the enduring understanding, ask: what do I actually want students to carry out of this classroom?
Start small. Take one unit you already teach, identify its one or two most important enduring understandings, draft a summative task that would prove a student genuinely grasps them, then look at your existing activities with fresh eyes. Some will fit perfectly. Some were just keeping students busy. That clarity is what a backward design lesson plan is actually for.



