Mechel Golenberke: My First Website
http://www.physicsclassroom.com/
Chapter 11 Motion
Nice from jbhs: Brief Chapter 11 PowerPoint & bubblegum lab for introduction to speed & guided outline
11.1 Distance & Displacement
11.1.1 Identify frames of reference and describe how they are used to measure motion
11.1.2 Identify appropriate SI units for measuring distances
11.1.3 Distinguish between distance and displacement
11.1.4 Calculate displacement using vector addition
frame of reference – a system of objects that are not moving with respect to one another
relative motion – a movement in relation to a frame of reference
distance – the length of a path between two points
vector – a quantity that has a direction associated with it
resultant vector – the vector sum of two or more vectors
11.1 PowerPoint (28 slides) & NoteGuide
Investigation 11A Measuring Distance & Displacement
Brightstorm – Relativity in Motion (3:19) The motion of any object is only meaningful when given relative to something else. Relativity in motion assures us that the laws of Physics don't vary depending on how much inertia an object has. This is important because everything has some amount of inertia. Standing on the surface of the earth, we feel that we are not in motion, but because the earth is moving, so are we. If we measure the speed of a ball thrown atop a train, we can either measure the speed of the ball with respect to the train’s motion or with respect to the motion of the Earth.
Brightstorm – Displacement (4:22) Displacement is the change in a position vector. It is not the same as distance, which is a scalar measurement. The net vector of multiple displacment vectors if found according to the rules of vector addition.
Brightstorm – Vector Direction (1:58) A vector contains two types of information: a magnitude and a direction. The magnitude is the length of the vector while the direction tells us which way the vector points. Vector direction can be given in various forms, but is most commonly denoted in degrees. Acceleration and velocity are examples of vectors.
Brightstorm – Vector Quantities – Scalar Quantities (1:04) A scalar quantity contains a magnitude and operates independently of direction while a vector quantity contains a direction. Most scientific data are scalar. A few examples of scalar quantities include time, mass and speed. Examples of vector quantities include velocity and displacement.
Video: Motion & Forces (29:03)
Distance vs. Displacement Worksheet (Jeff) – 1 cm graph paper
Sunburst: Introduction to Motion Video Quiz (6:37) & Motion Video Quiz Answers (1:58)
11.2 Speed & Velocity
11.2.1 Identify appropriate SI units for measuring speed
11.2.2 Compare and contrast average speed
11.2.3 Interpret distance-time graphs
11.2.4 Calculate the speed of an object using slopes
11.2.5 Describe how velocities combine
speed – the ratio of a distance an object moves to the amount of time an object moves
average speed – the total distance traveled divided by the time it takes to travel the distance
instantaneous speed – the rate at which an object is moving at a given moment in time
velocity – the speed and direction an object is moving, measured relative to a reference point
11.2 PowerPoint (43 slides) & NoteGuide
Exploration Lab Investigating the Velocity of a Sinking Marble
Brightstorm – Speed – Instantaneous Speed (1:06) Speed refers to the rate at which an object travels. Unlike velocity, speed is a scalar quantity so direction does not matter. Instantaneous speed is the speed of an object in motion at a specific point in time. This is determined similarly to average speed, but we narrow the period of time so that it approaches zero. If an object has a standard speed over a period of time, its average and instantaneous speeds may be the same.
Brightstorm – Average Speed (1:36) Speed refers to the rate at which an object travels. Unlike velocity, speed is a scalar quantity so direction does not matter. Average speed is calculated by dividing distance by time (e.g. miles/hour).
Brightstorm – Average Velocity (2:00) The average velocity of an object over a given period of time is found by dividing the distance it has traveled by the time elapsed. Because velocity refers to the rate at which an object changes position, it is a vector quantity and direction matters. This differentiates average velocity from average speed. The formula for average velocity is (the change in x) / (the change in t) or (x2-x1) / (t2-t1).
Brightstorm – Instantaneous Velocity (1:42) Instantaneous velocity is the velocity of an object in motion at a specific point in time. This is determined similarly to average velocity, but we narrow the period of time so that it approaches zero. If an object has a standard velocity over a period of time, its average and instantaneous velocities may be the same. The formula for instantaneous velocity is the limit as t approaches zero of the change in d over the change in t.
Brightstorm – Velocity Vectors (3:09) A velocity vector represents the rate of change of the position of an object. The magnitude of a velocity vector gives the speed of an object while the vector direction gives its direction. Velocity vectors can be added or subtracted according to the principles of vector addition.
Review:
Tutorial: The Physics Classroom – Describing Motion with Words
Introduction/Scalars & Vectors/Distance & Displacement/Speed & Velocity/Acceleration
In class: Instructional Fair Physics Worksheets
Determining Speed (Velocity), Calculating Average Speed, Graphing Speed vs. Time, Graphing Distance vs. Time
More Speed Practice Problems
Book Worksheet Calculating Average Speed (Math Skills – 3 pages)
More:
*Website for Review: Calculating Speed & Velocity (word)
Vectors/Velocity Addition
Tutorial: The Physics Classroom – Relative Velocity & Riverboat Problems
*Vector Addition Worksheet (Jeff) (my one page version) – need graph paper: 1 cm graph paper
Distance/Time Graphs:
Book Worksheet: Interpreting a Time Distance Graph (Math Skill – 1 page)
Tutorial: The Physics Classroom: Describing Motion with Position vs. Time Graphs
(meaning of shape/meaning of slope/position of slope)
Distance vs. Time Worksheet & Activity – nice interactive link & sample problems as well as practice problems
*Mr. Guch Position vs. Velocity worksheet
**The four starred pages are a packet of work to be competed together – you will need scratch paper to show work as well as some graph paper to do the vector problems.
More Average Speed Problems w/ Distance Time Graph – for a quiz?
Nice Resource: http://mrmaloney.com/mr_maloney/honors/h_handouts.html
Practice Problems from jbhs: motion & velocity problems
Prentice Hall Worksheets that correlate with 11.1 & 11.2: Speedy Journey, Measuring Constant Speed, Problem Solving Strategy, Motion & Motion2
Prentice Hall Activity: Marble Motion
11.3 Acceleration
11.3.1 Identify changes in motion that produce acceleration
11.3.2 Describe examples of constant acceleration
11.3.3 Calculate the acceleration of an object
11.3.4 Interpret speed-time and distance-time graphs
11.3.5 Classify acceleration as positive or negative
11.3.6 Describe instantaneous acceleration
acceleration – the rate at which velocity changes
free fall – the movement of an object toward Earth because of gravity
constant acceleration – a steady change in velocity
linear graph – a graph in which the displayed data form a straight line
nonlinear graph – a graph in which the displayed data form a curved line
11.3 PowerPoint (55 slides)& NoteGuide
Brightstorm – Acceleration (2:39) The acceleration of an object is the change in its velocity over a period of time, or the rate at which its velocity increases. The units for acceleration are distance/time^2 (for example m/s^2).
Brightstorm – Free Fall (3:59) An object is in free fall when gravity is the only force to move it through space. In reality, free fall is affected by variables such as wind iance, but when physicists discuss free fall, they generally assume that it is taking place in a vacuum. The acceleration of an object in free fall is 9.8 m/s^2.
Brightstorm – Graphs of Motion (4:36) The two most commonly used graphs of motion are velocity (distance v. time) and acceleration (velocity v. time). In each case, time is shown on the x-axis. The graph of velocity is a curve while the graph of acceleration is linear. The slope of a line tangent to the graph of distance v. time is its instantaneous velocity. The slope of a line tangent to velocity v. time is its acceleration.
Prentice Hall Activity: Measuring Acceleration
Practice Problems from jbhs: Speed & Acceleration
Investigation 11B Investigating Free Fall
Review: Chapter 11 PowerPoint (cffquakers) & Chapter 11 Notes Packet (cffquakers) (blank notes in word)
Brightstorm – Components of Vectors (3:01) Two-dimensional vectors have two components: an x vector and a y vector. Each of these vector components is a vector in the direction of one axis. The sum of the components of vectors is the original vector. Three-dimensional vectors have a z component as well.
Brightstorm – Projectile Motion (3:29) When an object is moving through space this object is called a projectile. Examples of projectile motion include a pen falling off a table, a ball thrown through the air or a cork shot from a champagne bottle. The velocity of a falling object = 9.8 m/sec^2 x t.
Brightstorm – Linear Motion (4:33) Linear motion is the motion that is natural to an object: moving in a straight line. According to Newton’s First Law of Motion, an object not affected by any force will continue indefinitely in a straight line. If a projectile is thrown vertically, it will travel in linear motion and will begin to fall when the force of gravity equals the force of the throw.
Brightstorm – Parabolic Motion (6:43) If an object moving forward in a straight line is affected by gravity it will fall in a parabolic arc. Since projectiles are objects affected only by gravity, the path of a projectile moving forward from the momentum of an initial thrust is parabolic. When working with parabolic motion, some important equations to know include change in x = the horizontal component of the vector X time and the vertical component of the vector = gravity x time.
C Stephen Murray
Chap 1 & 2 review (math code, speed, experiments & variables, slope, acceleration & average speed)
Chap 1 no 2 (speed & experiments)
Chap 1 no 3 (control & experimental variables)
Chap 1 no 4 (graphing speed: slope)
Chap 2 no 1 (acceleration & average speed)
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