In simple terms
A friendly intro before the formal notes — no formulas yet.
The Sat-Nav of Physics
Kinematics describes a journey the way a car's satellite navigation does: where you are (displacement), how fast and in which direction you are going (velocity), and whether you are speeding up or slowing down (acceleration). Given a few of these, the SUVAT equations predict the rest — provided the acceleration stays constant.
Think of a sat-nav planning a trip. It knows your starting position, your speed, and how you will speed up on the motorway or slow into a town. From those it works out your arrival time and the ground you will cover. Kinematics gives you those same 'rules', written as equations, so that from a handful of known quantities you can calculate every other feature of the motion.
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List the five variables using their symbols: (displacement), (initial velocity), (final velocity), (acceleration), (time). Fill in what the question gives you.
- 2
Identify which single variable is neither given nor asked for. Choose the one SUVAT equation that does not contain it.
- 3
Substitute carefully, watching units and signs — decide which direction is positive and keep it consistent.
- 4
Solve for the unknown and quote the answer with its unit and a sensible number of significant figures.
Explore the concept
Use the live diagram, PhET or GeoGebra sim, and synced steps — play it, drag controls, or tap a step.
Step 1
List the five variables using their symbols: (displacement), (initial velocity), (final velocity), (acceleration), (time). Fill in what the question gives you.
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.
Describing motion: scalars and vectors
To describe motion precisely we separate quantities that have only a size (scalars) from those that also have a direction (vectors). Distance and speed are scalars; displacement and velocity are vectors. In one dimension we capture direction with a sign: choose one direction as positive (say, to the right, or upwards) and the opposite direction is negative. The choice is yours, but once made it must be used consistently for every quantity in the problem.
The most common early error is treating distance and displacement (or speed and velocity) as interchangeable. They agree only when motion is in a single straight line without reversing. As soon as an object turns back on itself, the path length exceeds the magnitude of the displacement, and average speed exceeds the magnitude of the average velocity.
Distance (scalar): total path length actually travelled.
Displacement () (vector): straight-line change in position from start to end, with direction.
Speed (scalar): rate of change of distance.
Velocity (, ) (vector): rate of change of displacement.
Acceleration () (vector): rate of change of velocity — measured in m s⁻².
The SUVAT equations of uniform acceleration
When acceleration is uniform (constant), four equations relate the five kinematic variables. They are known as the SUVAT equations after the symbols , , , , . Each equation deliberately omits one of the five variables, and that is exactly what makes them useful: choose the equation that omits the variable you neither know nor want.
- ; v = u + at
- ; s = ut + \tfrac{1}{2}at^2
- ; v^2 = u^2 + 2as
Here is displacement, is initial velocity, is final velocity, is acceleration and is time. Equation 1 has no ; equation 2 has no ; equation 3 has no ; equation 4 has no . Because these all assume constant acceleration, they must never be applied to a stage of motion where the acceleration is changing.
Motion graphs: gradient and area
Graphs turn motion into a shape you can read at a glance, and two operations unlock them: the gradient (slope) and the area beneath the line. On a displacement–time graph the gradient is the velocity, so a straight line means constant velocity and a curve means acceleration; the steeper the line, the faster the object. On a velocity–time graph the gradient is the acceleration, and — crucially — the area under the line is the displacement. On an acceleration–time graph the area under the line is the change in velocity.
Displacement–time: gradient = velocity. Horizontal line = at rest; straight sloping line = constant velocity; curve = acceleration.
Velocity–time: gradient = acceleration; area under the line = displacement.
Acceleration–time: area under the line = change in velocity ().
Area below the time axis counts as negative — it represents motion in the reverse direction or a decrease in velocity.
Free fall and the acceleration due to gravity
An object moving under gravity alone, with air resistance ignored, is in free fall — a perfect case of uniform acceleration. That acceleration is m s⁻², directed downwards, and it is the same for all objects regardless of mass: a coin and a feather dropped in a vacuum land together. To handle free-fall problems, fix a sign convention. If you take upwards as positive, then for a ball thrown up the acceleration is m s⁻² throughout the motion — on the way up, at the top, and on the way down.
State your sign convention in writing ('take upwards as positive') and never let the acceleration change sign midway. The classic slip is to make positive while the ball rises and negative while it falls. Gravity is one constant downward acceleration for the whole flight; only the velocity changes sign as the ball turns around.
Projectile motion: independent components
A projectile is any object moving under gravity alone in two dimensions — a ball thrown off a cliff, a kicked football, a stream of water. The key insight is that the horizontal and vertical motions are completely independent and share only the same clock. Horizontally there is no force (air resistance ignored), so the horizontal velocity is constant. Vertically the object is in free fall with acceleration downwards. You solve a projectile by analysing each direction with its own SUVAT list, connected only through the common time .
Horizontal: no acceleration, so and horizontal velocity is constant; horizontal distance .
Vertical: free fall, so downwards; apply the SUVAT equations to the vertical direction alone.
Shared quantity: the time of flight is the same for both directions — usually found from the vertical motion, then used in the horizontal.
A ball dropped and a ball thrown horizontally from the same height hit the ground at the same instant, because their vertical motions are identical.
Fluid resistance and terminal velocity
Real objects falling through air or water experience fluid resistance (drag), a force that opposes motion and grows larger as the object moves faster. Release an object from rest and at first its weight far exceeds the drag, so it accelerates. As it speeds up the drag increases, the resultant downward force shrinks, and the acceleration falls. Eventually the upward drag grows to equal the weight: the resultant force is zero, the acceleration is zero, and the object continues at a constant speed — its terminal velocity. On a velocity–time graph this appears as a curve that rises steeply, then bends over and flattens into a horizontal line. Note that once drag matters, the acceleration is no longer constant, so the SUVAT equations no longer apply.
Common mistakes examiners penalise
Confusing distance with displacement (or speed with velocity) — they agree only for straight-line motion that never reverses. A completed lap has zero displacement and zero average velocity.
Using SUVAT when acceleration is not constant — invalid during terminal-velocity motion or any changing-acceleration stage. Split the motion into constant- stages or use graph areas instead.
Reading a velocity–time graph as if it were a position–time graph — the gradient is acceleration and the AREA is displacement, not the height of the line.
Letting change sign during a flight — with upwards positive, m s⁻² for the whole motion, including at the highest point where velocity is momentarily zero.
Assuming velocity is zero at the top means acceleration is zero — the object is only instantaneously at rest; gravity still accelerates it downwards.
Mixing horizontal and vertical components — never put a horizontal velocity into a vertical equation. Keep two separate SUVAT lists linked only by the shared time .
Dropping units or over-rounding mid-calculation — carry extra figures through the working and round only the final answer; always attach the correct unit.
Model answer — marked the way our engine marks it
In Paper 2 the marks are analytic: each is tied to a specific line of working — a method mark (M) or an answer mark (A) — and error-carried-forward (ECF) means a wrong number early on does not have to cost you the marks that follow. But that protection only exists if your method is written down. Study how each mark below is earned by a specific line, especially in a projectile question where the vertical and horizontal parts are marked separately.
Where this leads
Kinematics describes motion; the next topics explain it. Once you can quantify velocity and acceleration, Newton's laws connect that acceleration to the forces that cause it, and the SUVAT toolkit reappears wherever acceleration is uniform. The graph skills carry straight into interpreting force–time and momentum problems, and the independence of components underlies all two-dimensional dynamics. Master the habit — list the variables, pick the equation that omits the unwanted one, keep components separate, show every line — and the mechanics that follows becomes variations on a method you already own.
Worked examples
See the formulas applied — reveal one step at a time, like the exam.
A motorcyclist accelerates uniformly from 8.0 m s⁻¹ to 26 m s⁻¹ while travelling 150 m along a straight road. Calculate (a) the acceleration and (b) the time taken. [4]
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List the variables. m, m s⁻¹, m s⁻¹, ,
A cyclist's motion is shown on a velocity–time graph. From rest, the velocity rises in a straight line to 12 m s⁻¹ over the first 4.0 s, then stays constant at 12 m s⁻¹ until 10 s. Determine (a) the acceleration during the first 4.0 s and (b) the total distance travelled in the 10 s. [4]
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(a) Acceleration = gradient of the velocity–time line. m s⁻². [M1: gradient method] [A1: answer with unit]
A ball is thrown horizontally at 15 m s⁻¹ from the top of a cliff 20 m high. Calculate (a) the time to reach the ground and (b) the horizontal distance travelled. (Take m s⁻² and ignore air resistance.) [4]
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Model answer — full working.
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.
Distance vs displacement
Distance is a scalar — the total path length travelled. Displacement () is a vector — the straight-line change in position from start to finish, with direction. A full lap of a track covers a large distance but gives zero displacement.
Key takeaways
Review these before you close the topic — retrieval beats re-reading.
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Distance (scalar): total path length actually travelled.
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Displacement () (vector): straight-line change in position from start to end, with direction.
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Speed (scalar): rate of change of distance.
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Velocity (, ) (vector): rate of change of displacement.
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Acceleration () (vector): rate of change of velocity — measured in m s⁻².
Practice — then mark it
The whole point: a real Cambridge question, marked mark-by-mark.
Get a Paper 2 calculation marked: solve a projectile problem with full working
Get a Paper 2 calculation marked: solve a projectile problem with full working
Extra simulations & links
PhET, GeoGebra and other curated tools — open in a new tab.
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 Paper 2 calculation marked: solve a projectile problem with full working on paper, snap a photo, and get examiner-style feedback on exactly where you win and lose marks.