In simple terms
A friendly intro before the formal notes — no formulas yet.
Vectors in Motion: Your GPS for Maths
Vectors are made for motion because a single vector carries both how fast and which way. If an object moves at a steady velocity, its position at any moment is just its starting point plus its velocity multiplied by the elapsed time — one tidy equation that lets you predict where it will be, how quickly it is moving, and whether it will run into anything.
Picture flying a drone. Its take-off point is your back garden — that is the initial position vector. You push the controller so it heads steadily north-east — that steady movement each hour is the velocity vector. To find where the drone is after two hours, you take its starting point and add two hours' worth of velocity. Nothing about the motion is mysterious once you have named those two vectors.
- 1
Name the initial position vector (where the object is at ) and the constant velocity vector (its movement per unit time).
- 2
Write the position at time as .
- 3
Get the speed from the velocity: speed , using Pythagoras on the components.
- 4
Substitute a value of to locate the object, or set two objects' positions equal and solve for one common to test for a collision.
Explore the concept
Use the live diagram, PhET or GeoGebra sim, and synced steps — play it, drag controls, or tap a step.
Step 1
Name the initial position vector (where the object is at ) and the constant velocity vector (its movement per unit time).
Key formulas
Tap any symbol to reveal exactly what it means and its units.
Full topic notes
Formal explanation with the rigour you need for the exam.
Modelling constant-velocity motion
When an object moves with constant velocity, its speed and direction never change, so it travels in a straight line. Its position at time is simply where it started plus however far it has moved. 'How far it has moved' is the velocity vector multiplied by the elapsed time — so the whole motion is captured by adding two vectors.
Reading the model the other way round is just as important. Given a position equation, the vector that is NOT multiplied by is the starting position, and the vector multiplied by is the velocity. Keeping those two roles straight is the single most useful habit in this topic.
is the position vector of the object at time .
is the initial position vector — where the object is at .
is the constant velocity vector, the movement per unit of time.
is time, a scalar; the term is the displacement from the start.
Speed and direction of motion
Velocity and speed are not the same word for the same thing. Velocity is the vector ; it tells you direction as well as size. Speed is only the magnitude of that vector — how fast, with no direction attached. To find the speed you compute the length of the velocity vector with Pythagoras.
For velocity , the speed is .
The direction of motion is carried by the velocity vector itself: the signs of and say which way the object heads, and if a question wants an angle or bearing you can find it from the components. Once the speed is known, the distance covered over an interval of constant motion is speed multiplied by time.
Distance travelled speed time.
Position at a given time and distance travelled
Once the model is set up, finding where an object is at a particular moment is pure substitution — put the value of into the position equation. To find how far it has travelled between two times, you can either multiply the constant speed by the elapsed time, or find the displacement vector between the two positions and take its magnitude. Both give the same answer for constant velocity; showing which route you took earns the method mark.
Do two objects meet or collide?
The signature 3.6 exam question asks whether two objects moving with constant velocity will collide. The condition is strict: they must be at the SAME position at the SAME time. So you set the two position vectors equal, , which splits into one equation for the -components and one for the -components. If a single value of satisfies BOTH equations, the objects collide at that time; if the two equations demand different values of , the paths cross but the objects miss each other.
Write both positions in the form , using the SAME variable (the objects share a clock).
Set and separate into an -equation and a -equation.
Solve one equation for , then CHECK it in the other. Same in both collision; different no collision.
For a genuine collision, substitute the common back into either position to get the point where they meet.
Closest approach
When two objects do not collide, a natural follow-up is: how close do they get? The distance between them at time is the magnitude of the vector joining them, . Because depends on , it has a minimum — the closest approach. On Paper 2 the efficient route is to form the displacement vector , write (or the tidier , which is minimised at the same ), and use the GDC to find the minimum: read off the time of closest approach and, if asked, the least distance itself. It is enough here to recognise the set-up; the minimising is a graphing task for the calculator.
Distance between the objects: . Closest approach is the that minimises .
Common mistakes examiners penalise
Writing position as instead of — the velocity MUST be multiplied by the time. Dropping the collapses the whole model.
Confusing position and velocity vectors — the vector not multiplied by is where the object starts; the vector multiplied by is its velocity. Swapping them wrecks every later step.
Quoting the velocity vector as the speed — speed is the MAGNITUDE , a single non-negative number, not a vector.
Declaring a collision from one component — you must check that the SAME satisfies BOTH the -equation and the -equation. Matching in alone (or in alone) means the paths cross, not that the objects collide.
Confusing 'paths cross' with 'objects collide' — two straight paths almost always intersect somewhere; a collision needs the objects to be there at the same moment.
Using different time variables for the two objects — in a collision test both objects share one clock, so use the SAME throughout; a separate parameter for each only finds where the lines cross.
Keeping a negative time — a solution with happens before the motion starts; discard it unless the question says otherwise.
Dropping or mismatching units — attach the question's units (km with hours, m with seconds) to speeds, distances and positions; a right number with the wrong unit can lose the final mark.
Where this leads
The move you have practised here — turning a physical situation into and reasoning with its components — is the same modelling instinct the rest of the geometry-and-trigonometry strand rewards. Reading direction from a velocity vector prepares you for bearings and for the angle between vectors; setting position equations equal and solving simultaneously is the intersection idea that underlies lines and their meeting points; and forming a distance as a function of time is your first taste of optimisation, which returns in earnest in calculus. Get comfortable naming the two vectors, writing the model, and always checking a candidate time in BOTH components, and vector kinematics becomes one of the most dependable sources of marks on the paper.
Worked examples
See the formulas applied — reveal one step at a time, like the exam.
A drone starts at position km and moves with velocity km/h. Write its position vector at time hours, find its position after 2 hours and its speed. [5]
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Model answer — full working.\n\nPosition vector at time . The initial position is and the velocity is , so\n\n\nPosition after 2 hours. Substitute :\n\n\nSpeed. The speed is the magnitude of the velocity vector:\n\n\nFinal answer: ; after 2 hours the drone is at km; its speed is km/h.\n\n---\nHow our marking engine awards the 5 marks:\n\n- M1 — set up the model. A method mark for writing the position in the form , correctly identifying as the starting vector and as the velocity vector.\n- A1 — the position equation. The accuracy mark for the fully correct expression . It depends on the M1: the method must be there for this A-mark to stand.\n- M1 — substitute . A method mark for putting into the candidate's own position equation, i.e. . Follow-through (FT) applies — a student who wrote a slightly different equation but substitutes correctly still earns this.\n- A1 — the position . The accuracy mark for the evaluated position, FT on the candidate's equation.\n- A1 — the speed km/h. Awarded for with correct units. The engine accepts or and any equivalent form; once the correct speed appears, ISW means later restatements do not lose the mark.\n\nBottom line: two of the five marks are method marks that survive an arithmetic slip, and the accuracy marks are shielded by follow-through — but only if the model and the substitution are actually written on the page.
A particle moves so that its position vector at time seconds is , with distances in metres. \n (a) Write down the initial position of the particle. \n (b) Find the speed of the particle. \n (c) Find the position of the particle after 10 seconds. \n (d) Find the distance the particle travels in the first 10 seconds. [6]
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(a) Initial position. At the position is the vector not multiplied by : , i.e. the point . [A1]\n\n**(b) Speed.** The velocity is m/s.\n [M1]\n m/s. [A1]\n\n**(c) Position after 10 s.** Substitute :\n, the point . [M1][A1]\n\n**(d) Distance in the first 10 s.** Distance speed time m. [A1]\n\nNotice the direction of motion: both components of tell the story — the particle drifts right () and downward () each second.
At noon (, in hours) boat A has position vector km and velocity km/h, while boat B has position vector km and velocity km/h. \n (a) Write down the position vector of each boat at time hours after noon. \n (b) Show that the boats collide and state the time of the collision. \n (c) Find the position vector of the point where they collide. [7]
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(a) Position vectors.\n [A1]\n [A1]\n\n**(b) Test for a collision.** For a collision the positions must be equal at the same time, so set :\n [M1]\nSeparating into components:\n: [A1]\n: [A1]\nBoth components give the same value , so the boats are at the same place at the same time: they collide 1 hour after noon. [R1]\n\n**(c) Collision point.** Substitute into either position — using boat A:\n km. [A1]\nThe boats collide at the point with position vector km. (Checking with boat B: — agreement confirms the collision.)
Two aircraft fly at constant velocity. Aircraft P has position and aircraft Q has position , with in minutes. Determine whether the aircraft collide. [4]
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For a collision the positions must be equal at the same time, so set :\n [M1]\nComponents:\n: [A1]\n: [A1]\nThe -components agree at but the -components agree only at . There is no single time satisfying both, so although the flight paths cross, the aircraft are never at that point together: they do NOT collide. [R1]
How it all connects
The big idea sits in the middle — tap a linked idea to explore the link.
Tap a linked idea to see how it connects back to the main topic — that connection is what examiners reward.
Glossary
Try to recall each definition before you reveal it.
Quick check
Answer in your head first — then tap to check. No pressure.
Revision flashcards
Flip the card. Test yourself before the exam.
Position vector
The position of a point relative to a fixed origin O, written in 2D. A position vector names a place; it is a snapshot, not a movement.
Key takeaways
Review these before you close the topic — retrieval beats re-reading.
- ✓
is the position vector of the object at time .
- ✓
is the initial position vector — where the object is at .
- ✓
is the constant velocity vector, the movement per unit of time.
- ✓
is time, a scalar; the term is the displacement from the start.
Practice — then mark it
The whole point: a real Cambridge question, marked mark-by-mark.
Get a vector kinematics question marked: set up the motion, test for a collision, show full working
Get a vector kinematics question marked: set up the motion, test for a collision, show full working
Extra simulations & links
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Frequently asked
Checkpoint
One marked question is worth ten re-reads — close the loop before you move on.
Reading it isn’t knowing it — prove it.
Before you move on: do Get a vector kinematics question marked: set up the motion, test for a collision, show full working on paper, snap a photo, and get examiner-style feedback on exactly where you win and lose marks.