School Science Lessons
Physics - Motion in one dimension, kinematics
Updated: 2008-03-28 L
Please send comments to: J.Elfick@uq.edu.au
See also: Interesting websites - Physics teaching

Table of contents
Motion in one dimension
14.1.0 Velocity, vector quantities and scalar quantities
14.2.0 Acceleration, uniform acceleration, speed and acceleration of falling objects
14.3.0 Measuring g

14.1.0 Velocity
14.1.1 Toy car running on moving paper
14.1.2 Photograph uniform motion:
14.1.3 Terminal velocity:
14.1.4 Muzzle velocity, bullet timers
14.1.5 Time of flight
1.41 Falling parachutes (Primary)
4.16 Air resistance (Primary)
4.1.2 Qualitative analysis of graphs, distance - time graph

14.2.0 Acceleration, uniform acceleration, speed and acceleration of falling objects
14.2.1 Drop strings with attached weights
14.2.3 Timing a falling body with an electric "ticker timer"
14.2.3.1 Make a ticker timer from an electric bell mechanism
14.2.4 Simultaneous fall, ball bearings falling together
14.2.5 Coins fall together
14.2.6 Guinea and feather, drop coin and feather:
14.2.7 Falling heavy and light balls
14.2.11 Coins on a slope
6.11 Forces on coins on a slope (Primary)
14.2.12 Acceleration of marbles rolling down an incline
14.2.13 Path of a projectile, mid-air target, monkey and hunter
14.2.14 Projectile paths
14.2.15 Parabolic trajectory of thrown chalk
4.147 Ball bearings fall together
4.148 Acceleration of marbles down an incline
4.149 Simple pendulum
6.22 Pendulum tells the time (Primary)
4.150 Coupled pendulums
4.151 Time a falling body
4.152 Paths of projectiles, free fall
4.153 Three-holes can, 3-hole can, vase with three holes, spouting cylinder, Mariotte's flask
4.154 Falling washers on a string
14.2.13 Path of a projectile, mid-air target,  monkey and hunter
14.2.16 Gun and tunnel
14.2.18 Range of a gun
14.2.19 Throw up and fall down
4.141 Measuring how much dust in the air

14.3.0 Measuring g
14.3.1 Free fall timer
14.3.2 Dropping balls
14.3.3 Ink jet marker
14.3.4 Falling drops
14.3.5 Reaction time, falling meter stick, catch a meter stick
14.3.6 Catch a coin
14.3.7 Rotating turntable
14.3.8 Pendulum-timed free fall
14.3.9 Many bounce method

14.1.0 Velocity
Velocity, motion in one dimension, linear uniform motion, kinematics, motion in a straight line, velocity, acceleration, vectors, kinematics, motion in two dimensions, displacement in one direction, motion in a straight line, kinematics
If an object changes position from A to B along any path, you measure its displacement by a straight line from starting point A to finishing point B. This is a vector quantity, which has magnitude (size) and direction., linear uniform motion, description of motion (kinematics), how objects move and an analysis of motion (dynamics), scalar / vector quantities. distance / displacement. speed / velocity, acceleration, construction and interpretation of graphs of speed / velocity and acceleration with time, quantitative analyses of these, problems involving equations for linear uniform motion, uniform velocity: v = s / t, uniform acceleration: v = u + at, s = ½(u + v)t, s = ut + 1 / 2at2, s = (v2 - u2) / 2a, free fall involving terminal velocity
Average velocity, uniform motion = displacement / time taken. Instantaneous velocity is the rate of change of displacement with respect to time as measured by a speedometer
Average acceleration = change in velocity / time taken. Instantaneous acceleration is the rate of change of velocity with respect to time as measured by an accelerometer in an aircraft. You can read velocity and acceleration from displacement-time graphs and velocity-time graphs.
Equations of motion, motion in one dimension, motion in a straight line
u = initial velocity, v = final velocity, a = acceleration, t = time, s = distance (displacement), V = u + at
s = (u + v) / 2 X t
s = ut + ½ at2
v2 = u2 + 2as
Vector quantities and scalar quantities
Vector quantities have both size and direction and you can represent vectors by lines, with length proportional to the size and direction indicated relative to some reference direction, e.g. displacement, velocity, acceleration, force and momentum. You can add vectors to find the resultant vector, by placing drawn vectors head to tail. You can resolve vectors into two perpendicular component vectors, rectangular components, so that the two components are equivalent to the single vector. Scalar quantities have size but no direction, e.g. density.
Velocity and speed, velocity (vector) (steady speed), speed (scalar), speedometer, velocity-time graph (V-t graph)
Other experiments: Toy bulldozer on Moving Sheet, Constant velocity (air track), linear air track and glider, Examine a table of velocities ranging from continental drift to the speed of light, Ballistics, maximum height and range, Stroboscope, hand stroboscope, Dynamics trolley, skate board

14.1.1 Toy car running on moving paper:
Run a toy car at constant speed in both directions on moving paper to show how velocities add and subtract. Time a toy bulldozer with a stop clock as you pull it across the table at constant velocity in front of a meter stick.

14.1.2 Photograph uniform motion
Take an open shutter photograph of a toy clockwork motor car

14.1.3 Terminal velocity
Let a marble roll down a tube of water at a slight incline to reach terminal velocity and allow you to measure slow constant velocity.

14.1.4 Muzzle velocity, bullet timer
Fire a bullet to pass through two aluminium foil strips and show the signal on an oscilloscope Fire an air gun through two rotating cardboard discs separated by a known distance.

14.1.5 Time of flight:
Release a projectile fired from a pendulum apparatus by timing signals from two microphones.

14.1.6 Examine a table of velocities ranging from continental drift to the speed of light.

14.2.0 Speed and acceleration of falling objects, average acceleration, uniform acceleration, deceleration (retardation)
See also 16.2.0.1: Falling object |   See: also 36.0.10: Newton's universal law of gravitation | See also 30.0.7: Gravitational potential energy
Other experiments: String and weights drop, Rolling ball on incline

14.2.1 Drop strings with attached weights
Drop two strings with attached weights, one with equal distance intervals and the other with equal time intervals (1, 4, 9, 16). Let strings hit a hard floor and listen to the sounds of weights hitting the floor. Drop a string with wood blocks or lead balls tied at unit intervals and equal time intervals.

14.2.3 Timing a falling body with an electric "ticker timer", ticker timer tape chart
See diagram 14.2.3
1. Attach a weight to a strip of paper tape. Pass the tape between the armature of an electric bell and a pad of carbon paper. Release the paper tape so that the weight falls and drags the paper after it. The end of the arm of the timer hits the carbon paper against the tape and makes marks on it at equal time intervals. Measure the distance between the marks. A ticker timer uses low volt AC power source to make a vibrating spring print a series of points on paper tape using circular carbon paper. When the paper tape moves with the object, the greater the space between points the further the object has moved. The time between any two points is equal to the reciprocal of the AC frequency, 50 HZ, so the time interval is 0.02 s.
2. To study the motion of a long window blind, tape the paper tape to the bottom of the blind and let the paper tape moves up through the ticker timer. Find a convenient starting point A on the paper tape and record it as 0, even if it is not the first point. Then mark each point every 5 dots, i.e. 5 x 0.02 = 0.1 second. Measure the distance between points AB, BC, CD, DE etc. and calculate the average speed in every space, e.g. from A to B, v = distance / time = 5.0 cm / 0.1s. 3. To draw the V - t graph calculate the instantaneous speed equal to the average speed. Note that the window blind had begun to move before the selecting point A of t = 0, so there is a part of the graph before t = 0. The graph shows that the curtain moves in constant acceleration before 0.35 seconds, it moves in constant speed of 2 m / s between 0.35 s and 0.65 s, and then it moves in constant deceleration. Calculate the acceleration in AD stage from changes in the instantaneous speed in the centre of the time intervals AB and CD: (1.5 - 0.5) / (0.25 - 0.05) = 5.0 (m / s2). You can calculate the acceleration in each stage by this method and draw an Acceleration-time graph of motion of the window blind.
Points  Distance cm 
travelled in 0.1 sec 
Average v, m / s 
AB  05.0  0.5 
BC  10.0  1.0 
CD  15.0  1.5 
DE  20.0  2.0 
EF  20.0  2.0 
FG  20.0  2.0 
GH  20.0  2.0 
HI  17.0  1.7 
IJ  08.0  0.8 
JK  04.0  0.4 

14.2.3.1 Make a ticker timer from an electric bell mechanism
See diagram 9.10: Electric bell | See diagram 32.5.4.4: Electric bell circuit
Remove the clapper and extend the armature by soldering a strip of metal to it. At the end of this extension drill a hole to fit a small round headed screw. Fix the screw head downwards to act as a marking hammer. Fasten the mechanism to a wooden base. Fix a 3 cm diameter disc of a carbon paper disc to the base with a drawing pin. The drawing pin holds the disc loosely at the centre so that the disc can rotate to expose a new surface as the tape passes under it. Attach staples to the base to guide the path of the ticker tape. If the extension to the armature strikes the paper too hard, the timing may be uneven.

14.2.4 Simultaneous fall, ball bearings falling together
See diagram 14.2.4
1. Two balls simultaneously dropped and projected horizontally hit the floor together. Drop one billiard ball and shoot another out simultaneous. One ball is projected horizontally as another is dropped simultaneously. Instructor rolls a ball off the hand while walking at a constant velocity.
2. Use two clothes-pegs, a pair of ball bearings (a) and (b), a wide rubber band about 8 cm long. Fix the rubber band lengthways around one clothes-peg. Then open the clothes-peg and force ball-bearing (a) against the tension of the rubber band between the prongs of the clothes-peg. Grip ball-bearing (b) with the second peg. Hold the two pegs side-by-side, pointing away horizontally above a sheet of tin on the floor. Squeeze the ends of the arms of both clothes-pegs. At the same moment, ball-bearing (a) begins to fall vertically, and ball-bearing (b) is shot forwards. Observe what happens by looking and listening when the ball-bearings hit the sheet of tin. Repeat the experiment from different heights and with a tighter rubber band. If the experiment is done correctly, ball bearings (a) and (b) land in different places on the sheet of tin but they strike the ground simultaneously.

14.2.5 Coins falling at the same time
See diagram 14.2.5
Observe the falling object and horizontal projectile object start off at the same time and fall down to the ground at the same time too. Fold a paper card in half, then fold each side one third from the end outwards to form a convex. Place coins on each side of the centre ridge of the card and hold one end on the table edge. Flick the ridge oft he card to the side with your middle finger of right hand. One of the coins will be thrown several metres away, the other will fall straight to the floor at the exact same moment. First observe if the two coins start motion at the same time. Then repeat the steps above, note which coin hits the floor first. Flick the card lightly, hear the click. If you hear only one click, that means the direction of the falling object at first has not any influence on the falling times. This is because the accelerations of the two falling coins are the same if the air resistance is disregarded.

14.2.6 Drop coin and feather
Drop a coin and feather in a glass tube full of air and evacuated. Drop cork and lead ball. Know how to drop a heavy and light object simultaneously with one hand. Drop a ball of paper and then a sheet of paper.

14.2.7 Falling heavy and light balls
Estimate the height a light ball must be dropped so it hits the floor at the same time as the heavy ball.

14.2.12 Acceleration down an incline
See diagram 14.2.12
1. Use a grooved three metre plank. Incline it so that marbles will roll down the groove. Arrange small tin flags hung from wires so that the marbles hit them and make "clinks" sounds. Put the flags at regular intervals, e.g. 25, 50, 75, 100 cm, from the beginning of the plank. Roll a marble down the groove and listen to the intervals between "clink" sounds. The time between the "clinks" will reduce as the ball rolls down the incline. Arrange the flags so that the clinks occur at equal intervals of time. Measure the distance between the flags. The distance between the flags increases down the incline.
2. Use an inclined air track. For timing use a stop clock and meter stick. Put lights that flash every second along an incline and horizontal track such that they are flashing at the moment the ball passes.
3. Observe a car on an inclined wire. Stretch a long wire diagonally across the chalkboard with chalk marks at every metre. Time a car as it accelerates past the marks.
4. Observe a ball on an incline. Roll a ball bearing down the groove of a plastic meter stick Use a slow roller solid wheel turning on a small axis to roll down an incline.
5. Use a Duff's plane, chalk ball on incline. Use a ball that leaves a trail while rolling down a chalk covered trough.

14.2.13 Path of a projectile, mid-air target,  monkey and hunter
See diagram 14.2.13
This experiment shows that the vertical and the horizontal velocities of a projectile are independent of each other. The projectile is a ball bearing and the target is a  metal drink-can hanging from an electromagnet. The circuit of the electromagnet includes two bared wires fixed parallel to and each side of the axis of a cardboard tube. They project about 2.5 cm beyond the end of the tube. Complete the electrical circuit with a short length of copper wire resting on the projecting wires as a switch. Fix the tube in a stand so that it points towards the metal can. Note the angle of the cardboard tube above the horizontal. Blow the ball bearing up the tube. When the ball bearing passes the end of the cardboard tube, it displaces the piece of copper wire, opens the switch and no electric current flows through the electromagnet. So the metal can is released to fall. The ball bearing can hit the metal drink can in mid air if the angle of the cardboard tube above the horizontal is correct. This experiment is called "The monkey and hunter"  but nowadays you use a tin can instead of a poor monkey!

14.2.14 Projectile paths
Water from a hose, hit a shuttlecock in front of the blackboard.

14.2.15 Parabolic trajectory of thrown chalk
See also 2.0.5: Conic sections, parabola | See also 2.0.6: Parabola equation
Throw a piece of chalk so it follows a parabolic path drawn on the chalk board. Roll ink dipped balls down an incline onto a tilted stage on an overhead projector. Roll a tennis ball covered with chalk dust across a tilted blackboard. 
14.2.16 Gun and tunnel
A spring loaded gun on a cart shoots a ball vertically and after the cart passes through a tunnel the ball lands in the barrel. A ball fired vertically from cart moving horizontally falls back into the barrel.

14.2.17 Mid-air target
A hunter shoots a compressed air at a target released when the gun is fired The ball hits the target in mid air.

14.2.18 Range of a gun
Fire a spring loaded gun at various angles. Use a tennis ball serving machine to find muzzle velocity and range of a gun

14.3.0 Measuring g
Acceleration due to gravity, falling objects, air resistance, electric stop clock, Distance - time graph, g = 2S / t2

14.3.1 Free fall timer
Time a ball as it drops 0.5 m, 1.0 m, 1.5 m, or 2.0 m. Drop a magnet through several equally spaced coils of wire and examine the induced voltage on an oscilloscope.

14.3.2 Dropping balls
Use a latching relay system for turning a standard timer on and off so that an electromagnet releases the ball and starts the clock and a catcher stops the clock. Drop light and heavy balls through a multiple pass light beam and show the output on an oscilloscope.

14.3.3 Ink jet marker
Let slab of wood be dropped by a ink squirter which leaves lines at equal time intervals. Use a rotating ink jet to spray a paper sleeve on a falling meter stick.

14.3.4 Falling drops
Time 10 drips of water dripping through a tap at uniform rate.

14.3.5 Catch a meter stick, reaction time of a person
See diagram 4.2.6
Drop a meter stick and use the distance it drops before catching it to find the reaction time of the catcher. If a body falls from a height s, the distance it falls after t seconds = gt2 / 2. So if you measure s, you can obtain t, t = sqrt2S / g. Hold metre ruler vertically with the zero on the scale down and the 100 on the zero on the scale up. With your arm stretched horizontally, hold the ruler vertically between the thumb and first finger with the lower edge of the first finger at the zero on the scale. Open your fingers then close them again as quickly as possible to catch the ruler again. Record the distance to the downward edge of your first finger. Repeat the experiment and calculate the average distance down the metre stick. Use t = sqrt 2S / g to calculate the time of the falling ruler, i.e. your reaction time. Repeat the experiment under the following pairs of conditions:
1. Hold the ruler first with your left hand. Hold the ruler first with your right hand.
2. Talk to others while doing the experiment. Do not talk to others while doing the experiment.
3. Allow loud background music. Do not allow loud background music.
4. Try other contrasting conditions to see whether your reaction time is affected.

14.3.6 Catch a coin
Catch a coin starting with the fingers at the midpoint of the coin.

14.3.7 Rotating turntable
Drop a ball on a turning phonograph turntable.

14.3.8 Pendulum-timed free fall
Let a pendulum released from the side hit a ball dropped from the height that gives a fall time equal to a quarter period of the pendulum.

14.3.9 Many bounce method
Time a bouncing ball for many bounces and find g using the coefficient of restitution.