Atg - 6 - General Physics 1
Atg - 6 - General Physics 1
● Use interactive simulations to visualize vector components and how they add together.
2. For Students with a Fairly Sufficient Level of Prerequisite Content-knowledge and/or Skill(s):
● Assign challenging exercises involving vector addition in two dimensions.
● Use problem-solving tasks based on real-world applications, such as analyzing the trajectory
of a thrown object or analyzing the motion of a projectile in sports.
Introduction: Must include the following parts:
● Key Quantities:
o Position (x, y): The location of an object in a 2D plane, specified by two coordinates.
o Displacement
: The change in position between two points, represented by a vector r=(x2x1,y2y1)\Delt
Has both magnitude and direction in the 2D plane.
▪
o Distance: The total length of the path traveled, irrespective of direction.
o Velocity:
▪ Average velocity: vavg=ΔrΔt\mathbf{v}_{avg} = \frac{\Delta \mathbf{r}}{\Delta
t}vavg=ΔtΔr, a vector that points in the direction of displacement.
▪ Instantaneous velocity: v(t)=drdt\mathbf{v}(t) = \frac{d\mathbf{r}}{dt}v(t)=dtdr,
the velocity at a specific instant, calculated as the derivative of position with respect to
time.
▪ Each component of velocity is independent (x and y), and can be written as
v(t)=(vx(t),vy(t))\mathbf{v}(t) = (v_x(t), v_y(t))v(t)=(vx(t),vy(t)).
o Acceleration:
▪ Average acceleration: aavg=ΔvΔt\mathbf{a}_{avg} = \frac{\Delta \mathbf{v}}{\
Delta t}aavg=ΔtΔv.
▪ Instantaneous acceleration: a(t)=dvdt\mathbf{a}(t) = \frac{d\mathbf{v}}
{dt}a(t)=dtdv.
▪ Just like velocity, acceleration has components in both x and y directions:
a(t)=(ax(t),ay(t))\mathbf{a}(t) = (a_x(t), a_y(t))a(t)=(ax(t),ay(t)).
● Equations of Motion in 2D:
o The kinematic equations apply to each component of motion independently:
▪ vx=ux+axtv_x = u_x + a_x tvx=ux+axt
● Key Quantities:
o Position (x, y, z): The location of an object in 3D space.
o Displacement
: The vector change in position, r=(x2x1,y2y1,z2z1)\Delta \mathbf{r} = (x_2 - x_1, y_2
o Distance: The total path length traveled, regardless of direction.
o Velocity:
▪ Average velocity: vavg=ΔrΔt\mathbf{v}_{avg} = \frac{\Delta \mathbf{r}}{\Delta
t}vavg=ΔtΔr.
▪ Instantaneous velocity: v(t)=drdt\mathbf{v}(t) = \frac{d\mathbf{r}}{dt}v(t)=dtdr,
the derivative of position with respect to time, expressed in three components:
v(t)=(vx(t),vy(t),vz(t))\mathbf{v}(t) = (v_x(t), v_y(t), v_z(t))v(t)=(vx(t),vy(t),vz(t)).
o Acceleration:
▪ Average acceleration: aavg=ΔvΔt\mathbf{a}_{avg} = \frac{\Delta \mathbf{v}}{\
Delta t}aavg=ΔtΔv.
▪ Instantaneous acceleration: a(t)=dvdt\mathbf{a}(t) = \frac{d\mathbf{v}}
{dt}a(t)=dtdv, with components a(t)=(ax(t),ay(t),az(t))\mathbf{a}(t) = (a_x(t), a_y(t),
a_z(t))a(t)=(ax(t),ay(t),az(t)).
● Equations of Motion in 3D:
o The kinematic equations can be applied separately to each direction (x, y, z):
▪ vx=ux+axtv_x = u_x + a_x tvx=ux+axt
o
Velocity in the y-direction: vy=v0ygt=v0sin()gtv_y = v_{0y} - g t = v_0 \sin(\theta) - g tvy=v0ygt=v0s
3. Time of Flight (T):
o The total time the projectile spends in the air.
o Derived by setting the vertical displacement to zero (since the projectile returns to its original
height): T=2v0sin(θ)gT = \frac{2 v_0 \sin(\theta)}{g}T=g2v0sin(θ)
o For projectiles launched from the ground, the total time depends only on the initial vertical
velocity and gravity.
4. Maximum Height (H):
o The highest point reached by the projectile.
o At the peak, the vertical velocity is zero (vy=0)(v_y = 0)(vy=0). H=(v0sin(θ))22gH = \
frac{(v_0 \sin(\theta))^2}{2g}H=2g(v0sin(θ))2
o This depends on the vertical component of the initial velocity.
5. Range (R):
o The horizontal distance traveled by the projectile.
o Derived from the horizontal velocity and total time of flight: R=v02sin(2θ)gR = \frac{v_0^2 \
sin(2\theta)}{g}R=gv02sin(2θ)
o This shows that the range is maximized when the projectile is launched at a 45° angle
(because sin(2θ)\sin(2\theta)sin(2θ) is maximized at 90∘90^\circ90∘).
Key Points:
● Trajectory: The path followed by the projectile is parabolic due to the constant downward
acceleration caused by gravity.
● Independence of Motion: Horizontal and vertical motions are independent of each other. The
horizontal motion occurs at a constant velocity, while the vertical motion is influenced by gravity.
● Time Symmetry: The time to reach the maximum height is equal to the time to descend back to the
original launch height.
● Effect of Launch Angle:
o Launching at a low angle results in a shorter flight time and distance.
o Launching at a high angle results in a longer flight time but can decrease horizontal range if
the angle exceeds 45°.
Applications:
● Understanding projectiles launched at an angle is crucial for analyzing motions like throwing a ball,
shooting an arrow, or launching rockets.
● The principles are widely applied in sports, engineering, and physics problems involving trajectory
and motion.
Synthesis
● At the end of the lesson, students will summarize their understanding of two-dimensional motion,
including the decomposition of motion into horizontal and vertical components. They will reflect on
how these principles apply to real-world scenarios such as sports, engineering, or space exploration.
They will create a short presentation explaining how projectiles behave and the importance of vector
analysis in understanding such motion.
Post-lesson Remediation Activity: (Describe the activity and use a separate sheet to copy a full-blown activity.)
Projectile Motion Lab:
Students will design and perform a small-scale experiment where they launch a small object (e.g., a ball) at
different angles and measure the range, time of flight, and maximum height. They will compare their
experimental results with theoretical predictions and discuss any discrepancies. The lab will reinforce the
concepts of projectile motion, vector decomposition, and uniform acceleration.
Prepared by:
JULY O. MATURA
Instructor, (General Physics 1)
Date & Time Submitted: October 20, 2024 – 11:30 am
Checked by:
Recommending Approval:
Approved by:
LUZVIMINDA P. BRITANICO
Principal, High School