Kinematics Formulas to Know for AP Physics 1 (AP)

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20 Terms

1
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Kinematics equations

They describe the relationships between velocity, acceleration, and displacement, providing the tools to solve a wide range of motion-related physics problems.

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v = v₀ + at

Relates final velocity (v) to initial velocity (v₀), acceleration (a), and time (t).

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v = v₀ + at

Used for scenarios with uniform acceleration.

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Δx = v₀t + ½at²

Calculates displacement (Δx) under constant acceleration.

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Δx = v₀t + ½at²

Combines the effects of initial velocity and acceleration over time. Useful for determining distance traveled from rest or with an initial velocity.

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v² = v₀² + 2aΔx

Links the squares of velocities to acceleration and displacement.

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v² = v₀² + 2aΔx

Helpful when time is unknown or unnecessary. Highlights the connection between kinetic energy and work.

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x = x₀ + vt (for constant velocity)

Describes position (x) of an object moving at a constant velocity (v). Shows displacement as directly proportional to time for constant velocity.

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v_avg = (v + v₀) / 2

Calculates average velocity (v_avg) for uniformly accelerating objects. Represents the arithmetic mean of initial and final velocities.

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v_avg = Δx / Δt

Defines average velocity as total displacement (Δx) divided by total time (Δt).

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a = Δv / Δt

Defines acceleration (a) as the rate of change in velocity (Δv) over time (Δt). Indicates how quickly an object accelerates or decelerates.

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Δx = v_avg * t

Calculates displacement (Δx) using average velocity (v_avg) and time (t). Works for both constant and variable velocities.

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x = ½(v + v₀)t

Computes displacement (x) from the average of initial and final velocities over time.

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x = ½(v + v₀)t

Derived from average velocity, suitable for uniformly accelerated motion.

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Δy = v₀y * t + ½gt²

for vertical motion under gravity

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Δy = v₀y * t + ½gt² (for vertical motion under gravity)

Describes vertical displacement (Δy) under gravity’s influence. Includes initial vertical velocity (v₀y) and gravitational acceleration (g).

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Δy = v₀y * t + ½gt²

Crucial for solving projectile motion and free-fall problems.

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Δx = v_avg * t

Simplifies distance calculations over a time period.

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x = ½(v + v₀)t

Helps determine distance when acceleration is involved.

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x = x₀ + vt (for constant velocity)

Used to find an object’s position without acceleration.

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