In simple terms
A friendly intro before the formal notes — no formulas yet.
The Language of Motion
Kinematics provides the tools to describe and predict how things move. We use equations, graphs, and calculus to understand an object's position, speed, and acceleration.
Imagine you're driving a car. Pressing the accelerator gives you a constant acceleration, and we can use 'SUVAT' equations to predict your speed and distance travelled after a certain time. The car's journey can also be drawn as a graph, where a steepening line shows you're speeding up, and a flat line shows you're cruising. Calculus is like having a super-powered speedometer that works even when your acceleration isn't constant.
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SUVAT for constant acceleration — pick the equation that doesn't involve the variable you don't need.
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The gradient of a displacement-time graph is velocity. The gradient of a velocity-time graph is acceleration.
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For objects in free fall, acceleration 'a' is the acceleration due to gravity, 'g' (approx 9.8 m s⁻²). Remember to define a positive direction and stick to it.
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When acceleration changes, use calculus: differentiate displacement to get velocity (v = ds/dt), and differentiate velocity to get acceleration (a = dv/dt).
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Key formulas
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Full topic notes
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Motion with Constant Acceleration: The SUVAT Equations
When an object moves with constant, uniform acceleration, its motion can be described by a set of five equations. These are known as the SUVAT equations, named after the variables they relate: displacement (s), initial velocity (u), final velocity (v), acceleration (a), and time (t). Mastering these is essential for solving a wide range of mechanics problems.
Before applying a SUVAT equation, always list the variables you know and the one you need to find. This helps you select the correct equation. Remember, these equations are only valid if acceleration is constant.
Graphical Representation of Motion
Graphs are a powerful visual tool in kinematics. A displacement-time graph plots the object's displacement from a starting point against time. A velocity-time graph plots the object's velocity against time. The features of these graphs have important physical meanings.
Displacement-Time Graph (s-t): The gradient at any point gives the instantaneous velocity.
Velocity-Time Graph (v-t): The gradient at any point gives the instantaneous acceleration.
Velocity-Time Graph (v-t): The area between the graph line and the time axis gives the displacement.
Motion with Variable Acceleration
When acceleration is not constant (for example, it might depend on time), the SUVAT equations cannot be used. In these cases, we must use calculus. The fundamental relationships are based on the idea that velocity is the rate of change of displacement, and acceleration is the rate of change of velocity.
Velocity:
Acceleration:
When integrating to find velocity or displacement, do not forget the constant of integration, '+ C'. Use the initial conditions given in the problem (e.g., 'starts from rest at the origin' means v=0 and s=0 when t=0) to find the value of C.
Worked examples
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A car is travelling along a straight road at 12 m s⁻¹. It accelerates uniformly at 1.5 m s⁻² for 8 seconds. Find the car's final velocity and the distance it travels during this time.
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First, list the known SUVAT variables. We are given:
The velocity-time graph for a cyclist's journey is a straight line from (0, 4) to (10, 12), where time is in seconds and velocity is in m s⁻¹. Calculate the acceleration of the cyclist and the total distance travelled in the 10 seconds.
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The graph is a straight line, which means the acceleration is constant.
A particle moves in a straight line. Its acceleration at time seconds is given by m s⁻². When , the particle is at the origin and has a velocity of 3 m s⁻¹. Find expressions for its velocity and displacement in terms of .
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We are given .
How it all connects
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Glossary
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Quick check
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Revision flashcards
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What do the letters in SUVAT stand for?
s: displacement, u: initial velocity, v: final velocity, a: acceleration, t: time.
Key takeaways
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Practice — then mark it
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Practice Kinematics Problems
Practice Kinematics Problems
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Checkpoint
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