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CURRICULUM DESIGN
What is a curriculum Design?
Curriculum design is a core pillar of how
we educate, train, and engage in formal
learning experiences. At the core of
curriculum design is a mental model for
how people learn and a design
representation for how knowledge and
skill transfer occurs from theory into
practice.
“curriculum design is the process of
planning formal learning experiences”.
Curriculum design is operationally defined for this chapter as
the intentional planning, organization, and design of learning
strategies, processes, materials, and experiences towards
defined learning and/or performance outcomes.
Curriculum design is
concerned with much
more than learning
materials.
Curriculum design is creating a holistic plan for the environments
where learning happens. This includes considering the physical,
digital, social, and psychological factors that define the spaces and
places where people learn
Figure 1
Diagram Illustrating Elements of Curriculum Design vs. Instructional
Design
Curriculum design is a team
sport.
The teams who engage in curriculum design processes are
comprised of people with diverse areas of expertise. Typically, a curriculum
design team will include subject matter experts (e.g. faculty member),
curriculum coordinator/director, curriculum oversight groups, instructional
design and development specialists, and teaching/facilitation personnel.
Depending on the nature of the curriculum, this can also include information
technology specialists, organizational development specialists, data and
research specialists, and senior leadership.
Figure 2
Diagram Illustrating an Example Curriculum
Design Team
Curriculum design, when done
well, is a process that is
collaborative, results-oriented
and transforms diverse ideas
into a focused vision for
learning.
Designing Curriculum with the End in Mind
The primary goal of curriculum design is aligning learning
strategies, materials, and experiences to defined outcomes.
From this standpoint, good curriculum should be results-focused and
efficient. To accomplish this, curriculum designers often use tools
such as learner personas, needs analysis, and existing assessment
data to determine the scope of a project. From there, it becomes
important to develop learning strategies that connect to the
characteristics of the intended learners to help them reach the
desired outcomes.
Designing curriculum with the end in mind involves managing,
designing, and organizing learning objectives, competencies,
and standards within a curriculum. The process of designing
curriculum with the end in mind is commonly referred to as
“backward design” (Wiggins & McTighe, 1998). The major concept
important to curriculum designers is that instead of starting with
content or topics (common historical practice by many educators),
backward design starts with the outcomes and then works
backwards to address the content, topics, strategies, and materials.
Figure 3
Diagram
Comparing
Design
Approaches
Figure 4
Bloom's Taxonomy
Bloom’s Taxonomy
One of the key tools important to backward design is the use
of learning objectives taxonomies. One of the most widely used of
these taxonomies is Bloom’s Taxonomy (Bloom, 1956). Bloom’s
Taxonomy organizes learning objectives based on a “level of
learning.” The revised version classifies these as: remember,
understand, apply, analyze, evaluate, and create. These levels
describe cognitive learning processes that are demonstrated
through various forms of behaviors.
Taxonomies like Bloom’s provide a framework for
organizing types of learning outcomes and selecting
appropriate curriculum strategies for a specific level of
learning. For example, a learning objective at the understand
level will likely be designed far differently than an objective at
the evaluate or create levels. This not only influences the
types of strategies used, but also the alignment of curriculum
elements and appropriate level of learner (i.e. novice,
intermediate, advanced).
Representing and Mapping Curriculum
Curriculum design can be a complex process that includes
many different forms of data, information, and goals. On a practical
level, curriculum designers often use forms of representations or
diagrams to help manage the complexity and decision-making
processes. Curriculum representations provide a method for
communicating and collaborating with others during the curriculum
design process. This often includes representing plans for how
curriculum will be organized and made available to the learner.
Representing and Mapping Curriculum
When mapping curriculum, there are several major
and interdependent variables of curriculum that can be
important to visualize. These variables are referred to as
design “layers” (Gibbons, 2014).
While there can be many different aspects important to represent in curriculum design
processes, the following list outlines major considerations, or design variables.
• Outcomes—the intended learning or performance result from the curriculum
• Content—the topics or information included in the curriculum
• Instructional Strategies—how the curriculum is organized, structured, and/or presented to
achieve a defined result
• Technology—the digital or analog tools used to support the curriculum delivery, development,
or assessment
• Data—how metrics and data elements are captured, organized, stored, and represented
• Media—the physical or digital assets used to present curriculum to the learner
• Policy—the guiding principles, rules, or regulations that frame the design of the curriculum
The Canvas.
Canvas tools are analog or digital documents that organize
various elements of curriculum design decisions in a single visual
field. The purpose of curriculum canvas documents is to provide a
structured way of organizing ideas at a conceptual level and
establishing a common vision for the curriculum. Canvas tools are
often used to support collaboration and brainstorming processes;
however, they can also be used as a way to organize individual ideas
and communicate those to others in structured ways.
Figure 5
Conceptual illustration of a Canvas Curriculum Planning Tool
Elements of the Learning Experience Canvas
https://youtu.be/ym0BGdHfEB8
Figure 6
Conceptual Illustration of a Lesson Plan
“The Lesson Plan.” Lesson plans are one of
the most common forms of curriculum
representations across various education and
training contexts. There are many, many different
formats and approaches to creating curriculum
lesson plans. These can range from simple
outlines, to structured documents that represent
many elements of curriculum including learning
outcomes, instructional sequence, facilitator
prompts, time markers, and teaching notes. How a
lesson plan should be created is largely dependent
on the intended uses and audiences for the
documents.
The Curriculum Matrix.
Curriculum matrices are documents that represent relationships and
alignment between key variables in the curriculum. This representation is
often presented as crosstabulation tables that have one variable across the
top row and another down the left column. Next, relationship indicators are
placed in the interesting cells to show a relationship between the two
variable elements. A curriculum matrix representation is commonly used to
show how learning outcomes are represented across courses or units in the
curriculum.
Figure 7
Conceptual Illustration of a Curriculum Matrix
The Blueprint.”
Blueprint-style curriculum representations integrate a number of design variables
in a single diagram, or “blueprint.” The primary purpose of this type of representation is to
create documentation that can be used to develop and implement curriculum. Blueprint
representations often contain instructional elements organized in segments and
sequences as well as production notes to guide how the curriculum should be developed
and/or implemented. They often also represent relationships between the various
curriculum elements. For example, a blueprint may note that a learner must complete a
certain set of exercises successfully at a given mastery level before progressing to the
next set of exercises. The blueprint represents the curriculum design strategy in an
actionable format.
Figure 8
Conceptual Illustration of a Blueprint Curriculum Diagram
Comparing and Selecting Curriculum Mapping
Tools

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CURRICULUM DESIGN in the Development of Curriculum.pptx

  • 2. What is a curriculum Design? Curriculum design is a core pillar of how we educate, train, and engage in formal learning experiences. At the core of curriculum design is a mental model for how people learn and a design representation for how knowledge and skill transfer occurs from theory into practice.
  • 3. “curriculum design is the process of planning formal learning experiences”.
  • 4. Curriculum design is operationally defined for this chapter as the intentional planning, organization, and design of learning strategies, processes, materials, and experiences towards defined learning and/or performance outcomes.
  • 5. Curriculum design is concerned with much more than learning materials.
  • 6. Curriculum design is creating a holistic plan for the environments where learning happens. This includes considering the physical, digital, social, and psychological factors that define the spaces and places where people learn
  • 7. Figure 1 Diagram Illustrating Elements of Curriculum Design vs. Instructional Design
  • 8. Curriculum design is a team sport. The teams who engage in curriculum design processes are comprised of people with diverse areas of expertise. Typically, a curriculum design team will include subject matter experts (e.g. faculty member), curriculum coordinator/director, curriculum oversight groups, instructional design and development specialists, and teaching/facilitation personnel. Depending on the nature of the curriculum, this can also include information technology specialists, organizational development specialists, data and research specialists, and senior leadership.
  • 9. Figure 2 Diagram Illustrating an Example Curriculum Design Team Curriculum design, when done well, is a process that is collaborative, results-oriented and transforms diverse ideas into a focused vision for learning.
  • 10. Designing Curriculum with the End in Mind The primary goal of curriculum design is aligning learning strategies, materials, and experiences to defined outcomes. From this standpoint, good curriculum should be results-focused and efficient. To accomplish this, curriculum designers often use tools such as learner personas, needs analysis, and existing assessment data to determine the scope of a project. From there, it becomes important to develop learning strategies that connect to the characteristics of the intended learners to help them reach the desired outcomes.
  • 11. Designing curriculum with the end in mind involves managing, designing, and organizing learning objectives, competencies, and standards within a curriculum. The process of designing curriculum with the end in mind is commonly referred to as “backward design” (Wiggins & McTighe, 1998). The major concept important to curriculum designers is that instead of starting with content or topics (common historical practice by many educators), backward design starts with the outcomes and then works backwards to address the content, topics, strategies, and materials.
  • 14. Bloom’s Taxonomy One of the key tools important to backward design is the use of learning objectives taxonomies. One of the most widely used of these taxonomies is Bloom’s Taxonomy (Bloom, 1956). Bloom’s Taxonomy organizes learning objectives based on a “level of learning.” The revised version classifies these as: remember, understand, apply, analyze, evaluate, and create. These levels describe cognitive learning processes that are demonstrated through various forms of behaviors.
  • 15. Taxonomies like Bloom’s provide a framework for organizing types of learning outcomes and selecting appropriate curriculum strategies for a specific level of learning. For example, a learning objective at the understand level will likely be designed far differently than an objective at the evaluate or create levels. This not only influences the types of strategies used, but also the alignment of curriculum elements and appropriate level of learner (i.e. novice, intermediate, advanced).
  • 16. Representing and Mapping Curriculum Curriculum design can be a complex process that includes many different forms of data, information, and goals. On a practical level, curriculum designers often use forms of representations or diagrams to help manage the complexity and decision-making processes. Curriculum representations provide a method for communicating and collaborating with others during the curriculum design process. This often includes representing plans for how curriculum will be organized and made available to the learner.
  • 17. Representing and Mapping Curriculum When mapping curriculum, there are several major and interdependent variables of curriculum that can be important to visualize. These variables are referred to as design “layers” (Gibbons, 2014).
  • 18. While there can be many different aspects important to represent in curriculum design processes, the following list outlines major considerations, or design variables. • Outcomes—the intended learning or performance result from the curriculum • Content—the topics or information included in the curriculum • Instructional Strategies—how the curriculum is organized, structured, and/or presented to achieve a defined result • Technology—the digital or analog tools used to support the curriculum delivery, development, or assessment • Data—how metrics and data elements are captured, organized, stored, and represented • Media—the physical or digital assets used to present curriculum to the learner • Policy—the guiding principles, rules, or regulations that frame the design of the curriculum
  • 19. The Canvas. Canvas tools are analog or digital documents that organize various elements of curriculum design decisions in a single visual field. The purpose of curriculum canvas documents is to provide a structured way of organizing ideas at a conceptual level and establishing a common vision for the curriculum. Canvas tools are often used to support collaboration and brainstorming processes; however, they can also be used as a way to organize individual ideas and communicate those to others in structured ways.
  • 20. Figure 5 Conceptual illustration of a Canvas Curriculum Planning Tool
  • 21. Elements of the Learning Experience Canvas https://youtu.be/ym0BGdHfEB8
  • 22. Figure 6 Conceptual Illustration of a Lesson Plan “The Lesson Plan.” Lesson plans are one of the most common forms of curriculum representations across various education and training contexts. There are many, many different formats and approaches to creating curriculum lesson plans. These can range from simple outlines, to structured documents that represent many elements of curriculum including learning outcomes, instructional sequence, facilitator prompts, time markers, and teaching notes. How a lesson plan should be created is largely dependent on the intended uses and audiences for the documents.
  • 23. The Curriculum Matrix. Curriculum matrices are documents that represent relationships and alignment between key variables in the curriculum. This representation is often presented as crosstabulation tables that have one variable across the top row and another down the left column. Next, relationship indicators are placed in the interesting cells to show a relationship between the two variable elements. A curriculum matrix representation is commonly used to show how learning outcomes are represented across courses or units in the curriculum.
  • 24. Figure 7 Conceptual Illustration of a Curriculum Matrix
  • 25. The Blueprint.” Blueprint-style curriculum representations integrate a number of design variables in a single diagram, or “blueprint.” The primary purpose of this type of representation is to create documentation that can be used to develop and implement curriculum. Blueprint representations often contain instructional elements organized in segments and sequences as well as production notes to guide how the curriculum should be developed and/or implemented. They often also represent relationships between the various curriculum elements. For example, a blueprint may note that a learner must complete a certain set of exercises successfully at a given mastery level before progressing to the next set of exercises. The blueprint represents the curriculum design strategy in an actionable format.
  • 26. Figure 8 Conceptual Illustration of a Blueprint Curriculum Diagram
  • 27. Comparing and Selecting Curriculum Mapping Tools