IP Physics Notes (Upper Secondary, Year 3-4): 2) Kinematics
Download printable cheat-sheet (CC-BY 4.0)29 Sep 2025, 00:00 Z
Quick recap -- Recognise scalar vs vector motion, read gradients/areas off kinematics graphs, treat free fall as constant acceleration, and deploy the correct SUVAT equation based on the knowns you have.
Scalars, Vectors & Core Definitions
- Distance (scalar) vs displacement (vector) -- displacement carries direction.
- Speed (scalar) vs velocity (vector) -- velocity specifies direction.
- Acceleration: rate of change of velocity, \( a = \dfrac{v - u}{t} \).
- Average speed \( = \dfrac{d}{t} \) (distance travelled \(d\) over elapsed time \(t\)); average velocity \( = \frac{\Delta s}{t} \) with \(\Delta s\) measured as displacement.
Graphical Analysis
Displacement-Time (s-t)
- Gradient = velocity.
- Straight line -> uniform velocity; curve getting steeper -> acceleration; horizontal line -> at rest.
Velocity-Time (v-t)
- Gradient = acceleration. Area under the curve = displacement.
- Horizontal line -> uniform velocity; sloping line -> uniform acceleration or deceleration; crossing the axis -> change in direction.
Typical motions:
- Constant velocity -> horizontal line above time axis.
- Constant acceleration -> straight line rising from the origin.
- Constant deceleration -> straight line falling towards zero.
- At rest -> line on the time axis.
- Changing acceleration -> curved or triangular profile.
- Negative velocity -> line below the axis; slope sign tells you about acceleration.
Acceleration-Time (a-t)
- Horizontal segments show constant acceleration/deceleration; area under the curve gives change in velocity.
- Step changes capture sudden throttle/braking events.
Free Fall Essentials
- Treat gravity as uniform acceleration downward: use \( g = \pu{9.81 m.s-2} \) (or \( \pu{10 m.s-2} \) for quick estimates).
- Dropped object: \( u = 0 \), acceleration downward. Thrown upward: \( u > 0 \) upwards, acceleration still downward (negative in your coordinate system).
- Time up \( = \frac{u}{g} \), maximum height \( = \frac{u^2}{2g} \), total flight time \( = \frac{2u}{g} \) if landing at launch height.
SUVAT Toolkit
List the known quantities among \( s, u, v, a, t \). Strike out what you lack, then choose the single SUVAT equation that avoids the missing variable. No simultaneous equations needed.
Core formulas (uniform acceleration):
- \( v = u + at \)
- \( s = ut + \tfrac{1}{2} a t^2 \)
- \( v^2 = u^2 + 2as \)
- \( s = \tfrac{1}{2} (u + v) t \)
- \( s = vt - \tfrac{1}{2} a t^2 \)
Worked Examples
Two-phase car -- Brake from \( \pu{25 m.s-1} \) to \( \pu{10 m.s-1} \) with \( a = -\pu{4 m.s-2} \), then accelerate at \( +\pu{2 m.s-2} \) for \( \pu{12 s} \).
- Braking time: \( v = u + at \Rightarrow 10 = 25 + (-4)t \Rightarrow t = \pu{3.75 s} \).
- Braking distance: \( s = ut + \tfrac{1}{2}at^2 \Rightarrow s = 25(3.75) + \tfrac{1}{2}(-4)(3.75)^2 = \pu{65.6 m} \).
- Second phase distance: \( s = ut + \tfrac{1}{2}at^2 \) with \( u = \pu{10 m.s-1} \), \( a = \pu{2 m.s-2} \), \( t = \pu{12 s} \) -> \( s = \pu{264 m} \).
- Final speed after second phase: \( v = u + at = 10 + 2 \times 12 = \pu{34 m.s-1} \).
Projectile example -- Start from a 50 m cliff, launch at 30 m/s and 40 degrees above the horizontal.
Split components:
- \( u_x = 30 \cos 40^{\circ} \)
- \( u_y = 30 \sin 40^{\circ} \)
Vertical displacement to ground: \( s = -\pu{50 m} \), \( u = u_y \), \( a = -\pu{9.81 m.s-2} \).
Use \( s = ut + \tfrac{1}{2}at^2 \) -> quadratic in \( t \). Solve for the positive root to get flight time \( t \approx \pu{5.2 s} \).
Horizontal range: \( x = u_x t \) (no horizontal acceleration) -> \( x \approx 23 \times 5.2 \approx \pu{120 m} \).
Key Takeaways
- Interpret gradients and areas across s-t, v-t, a-t graphs to move fluently between displacement, velocity, and acceleration.
- Free fall simplifies to constant downward acceleration; watch sign conventions when an object reverses direction.
- SUVAT equations remain the fastest route for uniform-acceleration problems--always identify which variable is absent before picking an equation.