A particle moves on a straight line from position to and then to . Find its displacement and the distance it travels.
Kinematics
Notes and three levels of exam-style practice for each registered specification leaf in this section.
Open the printable packUnderstand and use the language of kinematics: position; displacement; distance travelled; velocity; speed; acceleration.
- Position locates a particle relative to an origin, displacement is the signed change in position, and distance travelled is the total path length and is always non-negative.
- Velocity is the rate of change of displacement, speed is the magnitude of velocity, and acceleration is the rate of change of velocity; choose a positive direction before assigning signs.
- For motion from to , displacement is ; split reversals into separate path lengths for distance, and use change in velocity divided by time for average acceleration.
- A common error is to treat distance and displacement, or speed and velocity, as interchangeable; distance and speed cannot be negative.
Tier 1 · Easy
Tier 2 · Standard
Taking east as positive, a cyclist's velocity changes uniformly from to in . Find the acceleration, the time when the cyclist is instantaneously at rest, and the speed at the end.
Tier 3 · Hard
A runner travels east in , west in and then east in . Find the runner's total distance, displacement, average speed and average velocity.
Understand, use and interpret graphs in kinematics for motion in a straight line: displacement against time and interpretation of gradient; velocity against time and interpretation of gradient and area under the graph.
- The gradient of a displacement-time graph is velocity; the gradient of a velocity-time graph is acceleration, with signs determined by the chosen positive direction.
- Find displacement from a velocity-time graph using signed area, splitting the graph into rectangles, triangles or trapezia as needed.
- For a straight segment from velocity to over time , the area is , which gives the displacement during that interval.
- A common error is to add all areas as positive: area below the time axis is negative for displacement, though its magnitude contributes positively to distance travelled.
Tier 1 · Easy
A straight segment of a displacement-time graph joins to , where time is in seconds and displacement in metres. Find the velocity represented by the segment.
Tier 2 · Standard
A particle's velocity increases uniformly from to during the first , then remains at for . Find its acceleration during the first stage and its displacement over all .
Tier 3 · Hard
A particle has velocity at . Its velocity increases linearly to at , remains constant until , then decreases linearly to at . Find the acceleration during the final stage, the displacement and the total distance travelled from to .
Understand, use and derive the formulae for constant acceleration for motion in a straight line; extend to 2 dimensions using vectors.
- For constant acceleration, use and , with scalar forms available for one-dimensional motion.
- List the known quantities from , choose an equation containing the required unknown, and keep the sign convention consistent throughout.
- Eliminating between and gives for motion with constant acceleration.
- A common error is to use constant-acceleration formulae when acceleration varies, or to use vector magnitudes before completing the component equations.
Tier 1 · Easy
A particle accelerates uniformly from to in . Find its acceleration.
Tier 2 · Standard
A car moves in a straight line with initial speed and constant acceleration . Find its speed and the distance it travels in the next .
Tier 3 · Hard
A particle starts at the origin with velocity and constant acceleration . Find the time when its velocity is parallel to , its displacement then, and its speed then.
Use calculus in kinematics for motion in a straight line: v = dr/dt, a = dv/dt = d²r/dt², r = ∫v dt, v = ∫a dt; extend to 2 dimensions using vectors.
- Velocity is and acceleration is , applied component by component for vectors.
- Integrate acceleration to find velocity and integrate velocity to find position, using each given initial condition to determine the vector or scalar constant of integration.
- To find distance rather than displacement, solve for direction changes and add the absolute changes in position across the resulting time intervals.
- A common error is to omit constants of integration or to integrate speed instead of signed velocity without checking where the direction changes.
Tier 1 · Easy
A particle has position metres at time seconds. Find its velocity and acceleration at .
Tier 2 · Standard
A particle's velocity at time is . It starts from position . Determine its position function and the total distance it covers during .
Tier 3 · Hard
A particle has acceleration . Initially its velocity is and its position vector is . Find its velocity and position vectors at time . Hence find its position and speed when its velocity is parallel to .
Model motion under gravity in a vertical plane using vectors; projectiles.
- In the standard projectile model, the only acceleration is gravity vertically downwards, so horizontal velocity is constant while vertical velocity changes uniformly.
- Resolve the initial velocity into horizontal and vertical components, then apply constant-acceleration equations separately with a clearly stated positive direction.
- With launch speed at angle from level ground, eliminating from and gives the equation of the path.
- A common error is to use for the whole velocity at greatest height; only the vertical component is zero there, unless the projectile was launched vertically.
Tier 1 · Easy
A particle is projected vertically upwards at . Using , find the time taken to reach its greatest height and the height gained.
Tier 2 · Standard
A projectile is launched from level ground at at above the horizontal. It lands at the same level. Using , find its time of flight, horizontal range and greatest height.
Tier 3 · Hard
From a point above horizontal ground, a projectile is launched with velocity . Take vertically upwards and use . Find the Cartesian equation of its path, the horizontal distance to its first impact with the ground, and its speed on impact.