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Kinematics
The branch of mechanics that deals with the motion of objects without considering the forces that cause the motion.
Distance
The total length of the path traveled by an object, irrespective of direction.
Displacement
The change in position of an object; the shortest distance from the initial to the final position, along with the direction.
Velocity
The rate of change of displacement; it includes both speed and direction.
Acceleration
The rate of change of velocity; it indicates how quickly an object is speeding up or slowing down.
Instantaneous velocity
The velocity of an object at a specific moment in time.
Average speed
The total distance traveled divided by the total time taken.
Average velocity
The total displacement divided by the total time taken.
Uniform acceleration
Acceleration that is constant in magnitude and direction.
Projectile motion
The motion of an object projected into the air influenced only by the force of gravity and its initial velocity.
Range of projectile
The horizontal distance covered by a projectile when it returns to the same vertical level from which it was projected.
Maximum height
The highest vertical position reached by a projectile during its flight.
Time of flight
The total time a projectile spends in the air from launch to landing.
Vertical motion under gravity
The motion of an object moving upwards or downwards due to the influence of gravity.
Free fall
The motion of an object under the influence of gravitational force only.
Non-uniform acceleration
Acceleration that changes over time.
Newton's laws of motion
Three physical laws that together form the foundation for classical mechanics, describing the relationship between the motion of an object and the forces acting on it.
Integration
A mathematical technique used to calculate quantities like displacement and area under the curve, often used in kinematics to find positions based on velocity.
Dot product
A mathematical operation that takes two equal-length sequences of numbers (usually coordinate vectors) and returns a single number, often used in determining the angle between vectors.
Sign convention
The set of rules defining the directions for positive and negative values in physics problems.
Quadratic equation
A type of polynomial equation of the form ax² + bx + c = 0, used to solve various physics problems, including projectile motion.