Backward design is a method of designing educational curriculum by setting goals before choosing instructional methods and forms of assessment. Backward design of curriculum typically involves three stages: Backward design is a method of designing educational curriculum by setting goals before choosing instructional methods and forms of assessment. Backward design of curriculum typically involves three stages: Backward design challenges 'traditional' methods of curriculum planning. In traditional curriculum planning, a list of content that will be taught is created and/or selected. In backward design, the educator starts with goals, creates or plans out assessments and finally makes lesson plans. Supporters of backward design liken the process to using a 'road map'. In this case, the destination is chosen first and then the road map is used to plan the trip to the desired destination. In contrast, in traditional curriculum planning there is no formal destination identified before the journey begins. The idea in backward design is to teach toward the 'end point' or learning goals, which typically ensures that content taught remains focused and organized. This, in turn, aims at promoting better understanding of the content or processes to be learned for students. The educator is able to focus on addressing what the students need to learn, what data can be collected to show that the students have learned the desired outcomes (or learning standards) and how to ensure the students will learn. Although backward design is based on the same components of the ADDIE model, backward design is a condensed version of these components with far less flexibility. Backward design is often used in conjunction with two other terms: curriculum design and instructional design. Curriculum design is the act of designing or developing curricula for students. Curricula may differ from country to country and further still between provinces or states within a country. Curriculum is based on benchmark standards deemed important by the government. Typically, the time frame of attainment of these outcomes or standards is set by physical age. Instructional design is a technology for the development of learning experiences and environments which promote the acquisition of specific knowledge and skill by students. In addition, instructional design models or theories may be thought of as frameworks for developing modules or lessons that increase and/or enhance the possibility of learning and encourage the engagement of learners so that they learn faster and gain deeper levels of understanding. There are numerous instructional design models available to instructors that hold significant importance when planning and implementing curriculum. Many of the models are quite similar in that they essentially all address the same four components in some form or another: 1) the learners; 2) the learning objectives; 3) the method of instruction; and 4) some form of assessment or evaluation. Based around those components, the instructor then has the opportunity to choose the design model and stages that work best for them in their specific situation. This way they can achieve the appropriate learning outcomes or create a plan or strategy for improvement. As learners and instructors may vary, instructional design must be a good fit for both and therefore different models can have behavioral, cognitive or constructivist roots. Ralph W. Tyler introduced the idea of 'backward design' (without using this particular term) in 1949 when referring to a statement of objectives. A statement of objectives is used to indicate the kinds of changes in the student to be brought about so that instructional activities can be planned and developed in a way likely to attain these objectives. The term 'backward design' was introduced to curriculum design in 1998/9 by Jay McTighe and Grant Wiggins (Understanding by Design). The somewhat idiosyncratic term is ultimately due to James S. Coleman, who in his Foundations of Social Theory (1990) used it to parallel the term 'backward policing' which he coined for a policy which he found in the production process in Honda factories.