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Precision in Thinking

A.1 Kinematics

Kinematics describes motion using position, velocity and acceleration. These notes emphasise constant-acceleration relations, graphical intuition and projectile decomposition. Each practice problem includes a hidden solution you can reveal.


Core ideas

  • Displacement — vector from initial to final position.
  • Velocity — rate of change of displacement; slope of position–time graph.
  • Acceleration — rate of change of velocity; slope of velocity–time graph.
  • Projectile motion — treat horizontal and vertical components independently when air resistance is negligible.

Important formulas

v=u+atv = u + at
Final velocity after time t under constant acceleration.
s=ut+12at2s = ut + \tfrac{1}{2}at^{2}
Displacement under constant acceleration.
s=12(u+v)ts = \tfrac{1}{2}(u+v)t
Average velocity × time for constant acceleration.
v2=u2+2asv^{2} = u^{2} + 2as
Relates velocities, acceleration and displacement.
a=ΔvΔta = \dfrac{\Delta v}{\Delta t}
Acceleration = change in velocity ÷ time.

Graphical intuition

  • Position–time: slope = velocity; curvature indicates acceleration.
  • Velocity–time: slope = acceleration; area under curve = displacement.
  • Use areas and slopes to move between graphs rather than memorising steps.

Practice problems

Uniform acceleration — basic

A scooter starts from rest and accelerates uniformly at

1.8 ms21.8\ \mathrm{m\,s^{-2}}
for
5 s.5\ \mathrm{s}.
Find its final speed and the distance travelled.

Projectile components

A projectile is launched at

20 ms120\ \mathrm{m\,s^{-1}}
at an angle of
4040^{\circ}
above the horizontal. Neglect air resistance. Find the time to reach maximum height and the maximum height (use
g=9.8 ms2g = 9.8\ \mathrm{m\,s^{-2}}
).

Velocity–time graph

A velocity–time graph is a straight line from

v=12 ms1v = 12\ \mathrm{m\,s^{-1}}
at
t=0t = 0
to
v=4 ms1v = -4\ \mathrm{m\,s^{-1}}
at
t=4 s.t = 4\ \mathrm{s}.
Find the acceleration and the displacement over the 4 s interval.


Clarity tip: Always list knowns and unknowns, choose the equation that avoids the unknown you cannot find directly, and check units at the end.