Curriculum Design Processes - Design For Learning
Curriculum Design Processes - Design For Learning
Whether you realize it or not, we experience curriculum every single day. Curriculum influences the most
obvious learning situations like classroom lessons and workplace training sessions, but it also influences
a variety of less-obvious situations such as how we learn about products, how we learn from online
tutorials (yes, to an extent this applies to using YouTube to fix a leaky faucet!), and how organizations
plan large-scale change efforts. Curriculum influences how people learn and grow from very young ages
and continues to shape learning experiences throughout our lives. 1
The purpose of this chapter is to provide a survey of curriculum design processes across diverse
educational and professional contexts and to highlight essential curriculum design skills embedded in
these processes. 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.
For emerging professionals in the instructional design field, curriculum design is one of a series of core
competencies that are necessary for professional success (Burning Glass, 2019). In the most basic of
terms, curriculum design is the process of planning formal learning experiences. Yet, there are many tacit
criteria that differentiate between effective and ineffective curriculum design processes. For the
purposes of this chapter, we will examine curriculum design as a strategic-level process for how learning
experiences are designed. This differentiates from instructional design processes, which tend to involve
more operational-level processes. For example, you can differentiate curriculum design from instructional
design as curriculum design is more “big picture thinking” while instructional design is concerned with
more tactical decisions within instructional materials and interactions.
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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
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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.
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1
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 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.
Very important
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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 1
processes that are demonstrated through various forms of behaviors.
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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).
Standards and competency frameworks are common resources curriculum designers use in the process
of conducting their work. These frameworks vary across countries and disciplines; however, they often
serve a common purpose of aligning curriculum to common outcomes and learning/performance goals
(e.g. Common Core Standards, Talent Develop Capability Model).
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R e p re s e n t i n g a n d M a p p i n g C u r r i c u l u m
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.
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.
These “layers” represent the essential variables that effective curriculum designers consider when 1
working on curriculum projects and initiatives. Each of these layers are interdependent and should be
considered in concert with one another and not independently. For example, both outcomes and content
should align to ensure the content being presented supports learners as they work towards achieving
specified learning outcomes.
In the process of designing curriculum layers, curriculum designers often use representation tools and
methods to organize ideas and communicate this information to stakeholders. While there are many
different approaches to representing curriculum, the following list highlights common frameworks used
in the curriculum design field.
“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.
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Visit http://www.lxcanvas.com/ for an example of a canvas-based curriculum design tool. The following
video explains the elements of the Learning Experience Canvas.
E le m e n t s o f t he L e a r n in g E xp e r ie n c e C a n va s
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“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.
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“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.
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Visit https://edtechbooks.org/-Jewdb for an example curriculum matrix.
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Comparing and Selecting Curriculum Mapping Tools
Selecting the most appropriate curriculum mapping method is often determined based on the current
phase and goals of the curriculum design process. The following table compares the curriculum mapping
tools discussed in this chapter and presents selection considerations.
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Caannvvaass LLeessssoonn P
Pllaann M
Maattrriixx B
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U
Usseess Use early in the Use to plan and Use to align Use to plan the
design process for facilitate specific curriculum to sequence and
brainstorming and lessons outcomes arrangement of
ideation Use for assessment of curriculum
learning outcomes
P
Prrooss Encourage group Common format for Clearly shows Visually shows
collaboration and many professionals in alignment between curriculum
interaction education and curriculum and elements, flows, and
training outcomes sequence.
C
Coonnss Can lack specifics Some may see lesson Some matrix Blueprints can be 1
L e a r n i n g E n v i ro n m e n t M o d e l i n g ™ — A M e t h o d f o r C re a t i n g
Curriculum Blueprints
A particularly critical challenge faced by many curriculum designers is the lack of a generally
accepted design language and system in the field (Gibbons, 2014). For example, many design
professions have a language to represent their work so that the audience versed in the language can
easily understand and build from their work. Architects, engineers, and software programmers are
all examples of professionals that use design languages to communicate ideas.
Learning Environment Modeling™ was created to advance a solution to the absence of a shared
design language for curriculum and instructional design. At the core of Learning Environment
Modeling™ is a language that represents five “building blocks” of curriculum, four learning contexts,
three transitional actions, and two standard notations. These language elements are combined
together in a blueprint that shows how the curriculum is to be organized and implemented.
Visit https://edtechbooks.org/-rqn to learn more about Learning Environment Modeling™ and how it
can be used to design curriculum.
Over the previous several years, a number of digital platforms have become available on the market to
manage curriculum design processes. While these platforms vary in strategy, most seek to increase
efficiency and provide a common digital hub for managing information and communication about
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curriculum processes. These platforms are currently distinct from content authoring tools used for
creating materials, in that they focus solely on the curriculum organization and design, rather than
content development and delivery. In addition to standalone curriculum design platforms, many learning
management systems are incorporating similar features as part of their capabilities.
Coursetune
eLumens
Synapes
Moodle
Canvas
Brightspace by D2L
Blackboard
I n n o v a t i o n C o n s i d e ra t i o n s f o r C u r r i c u l u m D e s i g n P r o c e s s e s
As innovations in learning design and technology are created and scaled, curriculum design processes
must adapt to ensure these methods remain grounded in effective learning practices. This section
discusses several innovation trends and their possible implications on curriculum design processes.
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One of the foundational innovations influencing curriculum design processes is a shift from individual-
focused design to team-based curriculum design. Curriculum design is becoming more and more a “team
sport” where people from diverse backgrounds, professions, and areas of expertise work together to
create curriculum. The increasing influence of technology continues to not only incorporate new
backgrounds (e.g. technologists), but also allows people from all around the world to collaborate on
curriculum more efficiently. Successful curriculum design professionals are master facilitators across
different types of contexts and through the effective use of collaborative technologies.
In addition to curriculum design becoming more collaborative, it is also becoming a more strategic and
holistic activity. Traditionally curriculum was viewed like a product that was self-contained and
independent. As such, curriculum design processes mirrored product development cycles and
approaches. As organizations, learning needs, and technologies change, curriculum design is moving
more towards a holistic perspective of learning environment design. This mindset goes beyond
curriculum as a product, and more about designing the collective spaces and places where people learn
at a strategic level. While this may seem like semantics at first, the implications for how curriculum is
designed and connected with other elements in a learning environment is profound.
Moving from curriculum design to learning environment design requires a systems thinking perspective
that involves not only designing elements in the learning environment, but also designing how those
elements interact together. A good example of this is the emergence of blended learning as a common
instructional practice. Blended learning is the combination of classroom and digital learning experience in
a unified strategy. Curriculum designers must not only be considered with the design of classroom
curriculum and digital curriculum, but also how they interact together in a unified learning environment.
The broad adoption of mobile devices have also caused innovations in curriculum design. For example,
designing curriculum that is responsive across different types of devices with different screen sizes is a
basic innovation influencing the field. In addition, designing curriculum for other mobile device features
such as geo-positioning, imaging, and content creation capabilities offer exciting and often challenging
situations. Many modern mobile devices now have immersive virtual space capabilities such as virtual
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reality and augmented reality. These capabilities highlight the need for new curriculum design
approaches that have not traditionally been required. Mobile and extended reality learning capabilities will
continue to be a major consideration for tomorrow’s curriculum designers.
In addition to collaborative design processes, mobile learning, and extended reality innovations, one of
the more profound innovations influencing curriculum design processes is adaptive learning. Adaptive
learning is a general concept that describes the process of providing learners with dynamic learning
experiences based on their prior performance (Educause, 2017). This is commonly used for
recommending remediated learning experiences and encouraging peak learning performance. The
reason adaptive learning is such a profound innovation for curriculum design processes is because it
introduces the dynamic layers that have not traditionally been used. For example, a curriculum designer
would create a defined path for learners to follow based on assumptions and requirements set forth in
the design process. Adaptive learning shifts this decision making to programmatic algorithms or a more
complex map of learning experience options. This requires curriculum designers to think and make
design decisions about much more complex and dynamic learning environments.
Conclusion
Curriculum design processes are essential to effective learning experiences across education and
professional contexts. Without effective curriculum design processes, learners often lack the structure
and guidance necessary for optimal learning and organizations lack the ability to effectively measure
results and optimize their return on investments. While we have all experienced curriculum, the process 1
of designing curriculum is changing, becoming more complex, and incorporating new technologies and
strategies. One of the most profound shifts is expanding the scope of curriculum design to consider how
curriculum connects to broader and more networked learning environments. Curriculum design is an
essential skill for emerging education and learning professionals and will continue to be a dynamic,
innovative, and exciting field of practice for years to come.
R e fe re n c e s
American Educational Research Association (n.d.). Learning Environments SIG 120. Retrieved from
https://edtechbooks.org/-CKj
Bloom, B.S. (1956). Taxonomy of educational objectives: The classification of educational goals. New
York, NY: Longmans, Green.
Burning Glass (2019). Program Insights [Electronic Database]. Retrieved from https://www.burning-
glass.com/
Educause (2017). Seven Things You Should Know About Adaptive Learning. Retrieved from
https://edtechbooks.org/-gvaK
Gibbons, A. S. (2014). An architectural approach to instructional design. New York, NY: Routledge.
Suggested Citation
Dodd, B. J. (2020). Curriculum Design Processes. In J. K. McDonald & R. E. West, Design for
Learning: Principles, Processes, and Praxis. EdTech Books. Retrieved from
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https://edtechbooks.org/id/curriculum_design_process
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