Unit 1 of 5 · SPH3U
Kinematics
How do we describe motion?
Say exactly where something is, how fast it moves, which way, and how that changes, in words, pictures, graphs and numbers.
6 topics · 3 to play
What this unit covers
Motion, described precisely: position, velocity, acceleration — and the graphs that tell the whole story.
Topics
Topic 1: How can you walk twelve metres and end up nowhere?12 ideas13 practice
- Idea 1, A start line. Not started. Next for you.
- Idea 2, Where she is. Not started.
- Idea 3, Every metre counts. Not started.
- Idea 4, Start to finish. Not started.
- Idea 5, Which way. Not started.
- Idea 6, Two kinds of number. Not started.
- Idea 7, How fast, on the path. Not started.
- Idea 8, How fast, and which way. Not started.
- Idea 9, The whole trip, or one moment. Not started.
- Idea 10, The walk as a line. Not started.
- Idea 11, Not a hill. Not started.
- Idea 12, Steep means fast. Not started.
Ontario B2.1, B3.1, B3.2
Topic 2: How do you find a number the problem never gave you?11 ideas13 practice
- Idea 1, Which way is plus. Not started.
- Idea 2, A minus sign is a direction. Not started.
- Idea 3, How fast the speed changes. Not started.
- Idea 4, Steady change, straight line. Not started.
- Idea 5, The average sits halfway. Not started.
- Idea 6, The area under the line. Not started.
- Idea 7, Area below the line. Not started.
- Idea 8, One picture, three equations. Not started.
- Idea 9, Which equation. Not started.
- Idea 10, The same speed, two units. Not started.
- Idea 11, Two pictures, one join. Not started.
Ontario B2.5, B2.7
Topic 3: How can one line tell you where something was, how fast it went, and how far?6 ideas11 practice
Topic 4: Which lands first: the ball you drop, or the one you throw sideways?5 ideas11 practice
Topic 5: A swimmer aims straight across a river. Where does she land?6 ideas10 practice
Topic 6: How do you find something out so that it stays found out?6 ideas7 practice
- Idea 1, A question that can lose. Not started.
- Idea 2, The one you change. Not started.
- Idea 3, Match the instrument. Not started.
- Idea 4, Hold the rest still. Not started.
- Idea 5, Close, or consistent. Not started.
- Idea 6, A verdict no bigger than the evidence. Not started.
Ontario A1.1, A1.2, A1.4, A1.5, A1.6, A1.8, A1.10, A1.12, A1.13
The mental models this world builds
Each one is a card in the library, taught by one of the topics above.
- Position needs a start line
- The path adds up; start-to-finish is one arrow
- How fast, with or without a direction
- A sign is a direction
- Acceleration is how fast the velocity changes
- The area under a velocity line is a displacement
- A graph is not a picture of the path
- Slope is a rate; area is a total
- A curve means the rate is changing
- Two motions share one clock
- Across is steady; down is free fall
- The fall sets the time; the sideways speed spends it
- Arrows add tail to head; the resultant runs first tail to last head
- Any arrow is a north part and an east part
- A velocity is relative to something; a current adds its own
- A question that can lose
- Hold the rest still
- A verdict no bigger than the evidence
What you will be able to explain
- Tell distance from displacement, and speed from velocity, and say which one a question needs.
- Read a motion graph two ways: its steepness as a rate, its area as a total.
- Reason about speeding up and slowing down with a sign, not a feeling.
- Split a thrown ball into two motions that share one clock.
- Design a measurement that could prove you wrong.
Position comes first, because every other quantity is a change in it. Velocity is how position changes; acceleration is how velocity changes; the graphs draw both changes as one line. A projectile is two of these motions at once. The method topic is how any of it gets measured honestly.
Guided Review
Question sets shared for this unit, worked one question at a time: the ideas it leans on, how it is answered, then a twin to try alone.
Labs and games
Pure play. Nothing here is recorded, ever.