Curriculum Design Processes: Bucky J. Dodd
Curriculum Design Processes: Bucky J. Dodd
Bucky J. Dodd
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.
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.
Figure 1
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
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.
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.
Figure 4
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).
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
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.
Figure 5
“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.
Figure 6
“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
Figure 8
Table 1
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
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
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
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 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.
References
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.
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.