Skills on AI

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Curriculum Design

Use when asked to design the overall sequence and structure of a course or training program — outcomes, unit sequence, assessment points, pacing — made up of individual [[lesson-plan]]s, as distinct from planning a single session.

Curriculum design lays out the overall sequence and structure of a course or training program: what learners should be able to do by the end of the whole program, how units build on each other to get there, where progress gets checked along the way, and how the pacing fits the time actually available. It's the structure that individual Lesson Plans slot into, not a substitute for planning any one of them.

Key components

  • Overall learning outcomes — what learners should be able to do by the end of the entire program, stated specifically enough that any given unit can be checked against whether it's contributing.
  • Logical sequence — units and topics ordered so each one builds on what came before, rather than ordered by convenience or by how the content happens to be organized in source material.
  • Assessment points — checks distributed through the program, not only at the end, so gaps in earlier units surface while there's still time to address them.
  • Pacing — a realistic mapping of units to the actual available time (weeks, sessions, contact hours), so the sequence isn't aspirational about how much ground can really be covered.
  • Prerequisites and dependencies — which units require which others to already be understood, so the sequence can be checked for gaps before it's taught.

Backward design

The reliable way to build a sequence that actually reaches its outcomes is to start from the desired end-state — what a learner should be able to do by the end — and work backward to what needs to be taught, and in what order, to get there. Starting instead from whatever content is available or convenient to teach, and hoping it adds up to the outcome, tends to produce a sequence that covers a lot of material without any guarantee it reaches the actual goal. Backward design also makes it clear where assessment points belong: each one checks whether a specific step toward the end-state outcome was actually reached, not just whether a topic was covered.

Common pitfalls

  • Sequenced by convenience, not by dependency — ordering units by what's easiest to teach or already available, rather than by what logically has to come before what, produces a course learners can't actually follow even if each individual unit is well designed.
  • All assessment loaded at the end — a single final exam or capstone catches problems only after every unit has already been taught, leaving no opportunity to address a gap while the program is still running.
  • Outcomes stated too broadly — an outcome like "understand the subject" can't be used to check whether any specific lesson is actually contributing to it; outcomes need to be specific enough to design backward from.
  • Pacing based on an idealized calendar — planning as if every session runs exactly on schedule, with no allowance for review, catch-up, or real-world disruption, produces a sequence that's already behind by the middle of the program.
  • Units designed in isolation — writing each unit's lesson plans without checking them against the overall sequence risks duplicated content, missing prerequisites, or units that don't actually connect.

Learn more

View curriculum-design/SKILL.md on GitHub