Physics IGCSE (Paper 1 ONLY)

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254 Terms

1

Speed

How fast you’re going with no regard to direction

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Velocity

How fast you’re going, but also with the specified direction

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Equation: Avg. speed, Distance, Time

v = s/t

Average speed = Distance moved/Time taken

[m/s] = [m]/[s]

<p>v = s/t</p><p>Average speed = Distance moved/Time taken</p><p>[m/s] = [m]/[s]</p>
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Acceleration

How quickly velocity is changing

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Equation: Acceleration, Change in velocity, Time

a = (v-u)/t

Acceleration = (Final velocity - initial velocity) / Time taken

[m/s²] = ([m/s]-[m/s]) / s

<p>a = (v-u)/t</p><p>Acceleration = (Final velocity - initial velocity) / Time taken</p><p>[m/s<span>²] = ([m/s]-[m/s]) / s</span></p>
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Equation: Final speed, Initial speed, Acceleration, Distance

v² = u² + 2as

(Final velocity)² = (Initial velocity)² + (2 x Acceleration x Distance)

[m/s]² = [m/s]² + 2 x [m/s²] x [m]

<p>v² = u² + 2as</p><p>(Final velocity)² = (Initial velocity)² + (2 x Acceleration x Distance)</p><p>[m/s]² = [m/s]² + 2 x [m/s²] x [m]</p>
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Distance-Time Graphs

  • Gradient at any point = speed of object

  • Flat section = stopped

  • Steeper graph = faster speed

  • Curve = acceleration

  • Curve getting steeper = speeding up (increasing gradient)

  • Levelling off curve = slowing down (decreasing gradient)

<ul><li><p><strong>Gradient</strong> at any point = <strong>speed </strong>of object</p></li><li><p><strong>Flat</strong> section = <strong>stopped</strong></p></li><li><p><strong>Steeper</strong> graph = <strong>faster</strong> speed</p></li><li><p><strong>Curve </strong>= <strong>acceleration</strong></p></li><li><p><strong>Curve getting steeper </strong>= <strong>speeding up</strong> (increasing gradient)</p></li><li><p><strong>Levelling off curve</strong> = <strong>slowing down</strong> (decreasing gradient)</p></li></ul>
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Velocity-Time graphs

  • Gradient = acceleration

  • Flat section = steady speed

  • Steeper graph = greater acceleration/deceleration

  • Uphill section = acceleration

  • Downhill section = deceleration

  • Area under any part of graph = distance travelled in that time interval

  • Curve = changing acceleration

<ul><li><p><strong>Gradient</strong> = <strong>acceleration</strong></p></li><li><p><strong>Flat</strong> section = <strong>steady </strong>speed</p></li><li><p><strong>Steeper </strong>graph = <strong>greater </strong>acceleration/deceleration</p></li><li><p><strong>Uphill</strong> section = <strong>acceleration</strong></p></li><li><p><strong>Downhill</strong> section = <strong>deceleration</strong></p></li><li><p><strong>Area </strong>under any part of graph = <strong>distance </strong>travelled in that <strong>time </strong>interval</p></li><li><p><strong>Curve</strong> = <strong>changing acceleration</strong></p></li></ul>
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Investigating motion

  • Set up apparatus as in diagram, holding car still just before light gate

  • Mark a line on ramp to make sure car starts from same point each time

  • Measure distance between each light gate - need this to find car’s average speed

  • Let go of car just before light gate so it starts to roll down slope

  • Light gates should be connected to computer
    When car passes through each light gate, a beam of light is broken and time is recorded by software

  • Repeat experiment several times to get average time taken for car to reach each light gate

  • Use these times and distances to find average speed of car on ramp and average speed of car on runway - divide distance between light gates by average time taken for car to travel between gates

<ul><li><p>Set up apparatus as in diagram, holding car still just before light gate</p></li><li><p>Mark a <strong>line </strong>on ramp to make sure car starts from <strong>same point </strong>each time</p></li><li><p>Measure <strong>distance</strong> between each light gate - need this to find car’s <strong>average speed</strong></p></li><li><p><strong>Let go</strong> of car just before light gate so it starts to roll down slope</p></li><li><p>Light gates should be connected to <strong>computer</strong><br>When car passes through each <strong>light gate</strong>, a beam of light is broken and <strong>time </strong>is recorded by <strong>software</strong></p></li><li><p><strong>Repeat </strong>experiment several times to get <strong>average time </strong>taken for car to reach each light gate</p></li><li><p>Use these times and distances to find <strong>average speed</strong> of car on ramp and average speed of car on runway - divide <strong>distance between light gates</strong> by average <strong>time taken</strong> for car to travel between gates</p></li></ul>
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Gravity

Gravity attracts all masses, but only noticeable when one of the masses is very big

This has three effects:

  • On surface of planet, makes things accelerate towards ground

  • Gives everything weight

  • Keeps planets, moons, satellites in orbit

<p>Gravity attracts <strong>all </strong>masses, but only noticeable when one of the masses is <strong>very big</strong></p><p>This has <strong>three</strong> effects:</p><ul><li><p>On surface of planet, makes things <strong>accelerate</strong> towards<strong> ground</strong></p></li><li><p>Gives everything <strong>weight</strong></p></li><li><p>Keeps <strong>planets</strong>, <strong>moons</strong>, <strong>satellites</strong> in <strong>orbit</strong></p></li></ul>
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Weight vs Mass

  • Mass is amount of ‘stuff’ in object - same value anywhere in universe

  • Weight is caused by pull of gravity

  • Object has same mass on Earth and Moon - but different weight

    1kg mass weighs less on Moon (1.6N) than Earth (10N) because force of gravity pulling on it is less

  • Weight is force measured in newtons
    Mass is not a force

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Equation: Weight, Mass, Gravity

W = mg

Weight = Mass x Gravitational field strength

[N] = [kg] / [N/kg]

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Force

A push or pull

Vector quantity with size + direction

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Gravity/Weight

When close to a planet this acts straight downwards

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Reaction force

Acts perpendicular to surface and away from it (if surface is horizontal, reaction force acts straight upwards)

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Electrostatic force

Between two charged objects

Direction depends on type of charge (like charges repel, opposites attract)

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Thrust

e.g. push or pull due to engine/rocket speeding something up

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Drag/air resistance/friction

Slows the object down

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Lift

e.g. due to aeroplane wing

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Tension

in a rope or cable

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Drawing the forces acting on a body

  • Many forces act on everything, but usually not noticed because they balance out

  • Any object with weight feels reaction force back from the surface it’s on
    Otherwise it would just keep falling

  • When an object moves in fluid (air, water etc.), it feels drag in opposite direction to motion

<ul><li><p><strong>Many forces</strong> act on everything, but usually not noticed because they <strong>balance out</strong></p></li><li><p>Any object with <strong>weight</strong> feels <strong>reaction force</strong> back from the surface it’s on<br>Otherwise it would just keep <strong>falling</strong></p></li><li><p>When an object <strong>moves </strong>in <strong>fluid</strong> (air, water etc.), it feels <strong>drag</strong> in <strong>opposite direction</strong> to motion  </p></li></ul>
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Friction

If an object has no force propelling it, it always slows down and stops due to friction (force that opposes motion)

To travel at steady speed, objects need driving force to counteract friction

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Static friction

Friction between solid surfaces which are gripping

Can be reduced by putting lubricant (oil/grease) between surfaces

<p>Friction between <strong>solid surfaces</strong> which are <strong>gripping</strong></p><p>Can be reduced by putting <strong>lubricant</strong> (<strong>oil</strong>/<strong>grease</strong>) between surfaces</p>
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Sliding friction

Can be reduced by putting lubricant (oil/grease) between surfaces

Friction between solids often causes wear of two surfaces in contact

<p>Can be reduced by putting <strong>lubricant</strong> (<strong>oil</strong>/<strong>grease</strong>) between surfaces</p><p>Friction between <strong>solids</strong> often causes <strong>wear </strong>of two <strong>surfaces</strong> in contact</p>
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Drag

Keeping shape of object streamlined (sports car, boat hull) reduces drag in fluids
Lorries + caravans have ‘deflectors’ to make them more streamlines + reduce drag

Roof boxes on cars spoil their streamlined shape so slow them down
For a given thrust, higher drag = lower top speed of car

Opposite extreme is parachute (need as high drag as possible)

In fluid, friction always increases as speed increases

<p>Keeping shape of object <strong>streamlined </strong>(sports car, boat hull) reduces <strong>drag in fluids</strong><br>Lorries + caravans have ‘<strong>deflectors</strong>’ to make them more streamlines + reduce drag</p><p><strong>Roof boxes</strong> on cars spoil their streamlined shape so slow them down<br>For a given thrust, <strong>higher drag</strong> = <strong>lower top speed</strong> of car</p><p><strong>Opposite extreme</strong> is <strong>parachute</strong> (need as high drag as possible)</p><p>In <strong>fluid</strong>, <strong>friction always increases as speed increases</strong></p>
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Newton’s First Law of Motion

As long as forces on object are balanced, it will stay still, or if already moving, it carries on at same velocity

<p>As long as forces on object are <strong>balanced</strong>, it will <strong>stay still</strong>, or if already moving, it carries on at <strong>same velocity</strong></p>
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Newton’s Second Law of Motion

If there is unbalanced force, object accelerates in that direction

<p>If there is <strong>unbalanced force</strong>, object <strong>accelerates</strong> in that direction</p>
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Equation: Force, Mass, Acceleration

F = ma

Force = Mass x Acceleration

[N] = [kg] x [m/s²]

<p>F = ma</p><p>Force = Mass x Acceleration</p><p>[N] = [kg] x [m/s<span>²]</span></p>
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Vector quantities

Have size and direction

e.g. force, velocity, acceleration, momentum

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Scalar quantities

Only size, no direction

e.g. mass, temperature, time, length

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Resultant force

When multiple forces act on object, you can find resultant force acting on object by adding/subtracting - need to know size of all different forces acting on object and their direction

<p>When <strong>multiple forces</strong> act on object, you can find <strong>resultant force</strong> acting on object by <strong>adding</strong>/<strong>subtracting</strong> - need to know <strong>size </strong>of all <strong>different forces</strong> acting on object and their <strong>direction</strong></p>
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Terminal velocity

Frictional forces increase with speed - but only up to a certain point

  • When object first starts to fall, it has much more force accelerating it than resistance slowing it down

  • As velocity increases, resistance builds up

  • Resistance force gradually reduces acceleration until resistance force is equal to accelerating force
    At this point, object can’t accelerate any more, it has reached terminal velocity

<p>Frictional forces <strong>increase</strong> with <strong>speed</strong> - but only up to a <strong>certain point</strong></p><ul><li><p>When object first starts to fall, it has <strong>much more </strong>force <strong>accelerating </strong>it than <strong>resistance </strong>slowing it down</p></li><li><p>As <strong>velocity increases</strong>, resistance <strong>builds up</strong></p></li><li><p>Resistance force gradually <strong>reduces</strong> <strong>acceleration</strong> until <strong>resistance</strong> <strong>force</strong> is <strong>equal</strong> to <strong>accelerating force</strong><br>At this point, object can’t accelerate any more, it has reached <strong>terminal velocity</strong></p></li></ul>
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Factors affecting terminal velocity

  • Accelerating force acting on all falling objects is gravity
    All objects would accelerate at the same rate without air resistance

  • Air resistance causes things to fall at diff speeds, and terminal velocity of object is determined by its drag compared to its weight
    Drag depends on shape and area

<ul><li><p><strong>Accelerating force</strong> acting on <strong>all falling objects</strong> is <strong>gravity</strong><br>All objects would accelerate at the same rate without <strong>air resistance</strong></p></li><li><p><strong>Air resistance</strong> causes things to fall at <strong>diff speeds</strong>, and <strong>terminal velocity</strong> of object is determined by its <strong>drag</strong> compared to its <strong>weight</strong><br>Drag depends on <strong>shape </strong>and <strong>area</strong></p></li></ul>
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Stopping distance

Distance covered in the time between driver first spotting a hazard and the car coming to complete stop

Stopping Distance = Thinking Distance + Braking Distance

<p>Distance covered in the time between driver <strong>first spotting </strong>a hazard and the car coming to <strong>complete stop</strong></p><p>Stopping Distance = Thinking Distance + Braking Distance</p>
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Factors affecting thinking distance

  • Reaction time - affected by tiredness, drugs, alcohol and old age

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Factors affecting braking distance

  • Speed - faster speed = further distance before stopping

  • Mass of vehicle - larger mass = longer time to stop

  • Quality of brakes - worn/faulty brakes increase braking distance

  • Grip - depends on road surface, weather conditions (e.g. icy), tyres

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Equation: Pressure difference

p = h x ρ x g

Pressure difference = Height x Density x Gravitational field strength

[Pa] = [m] x [kg/m³]

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Investigating how extension varies with applied force

  • Set up apparatus as in diagram

  • Measure length of spring using mm ruler when no load is applied
    Ensure ruler is vertical and measure spring at eye level (this is spring’s natural length)

  • Add one mass at a time and allow spring to come to rest, then measure new length of spring
    Extension = change in length from original length

    Repeat process until you have enough measurements

  • Once done, repeat experiment and calculate average value for length of spring for each applied weight

  • Repat experiment using metal wire or rubber band instead of spring

<ul><li><p>Set up apparatus as in diagram</p></li><li><p>Measure <strong>length</strong> of spring using mm ruler when <strong>no load</strong> is applied<br>Ensure ruler is <strong>vertical</strong> and measure spring at <strong>eye level</strong> (this is spring’s <strong>natural length</strong>)</p></li><li><p>Add one mass at a time and allow spring to come to rest, then measure new <strong>length</strong> of spring<br><strong>Extension</strong> = change in length from original length</p><p><strong>Repeat </strong>process until you have enough measurements</p></li><li><p>Once done, <strong>repeat</strong> experiment and calculate <strong>average </strong>value for length of spring for each applied weight</p></li><li><p><strong>Repat </strong>experiment using <strong>metal wire</strong> or <strong>rubber band</strong> instead of spring </p></li></ul>
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Hooke’s Law

Extension of stretched wire is proportional to load/force

Metal spring (or other object) also obeys Hooke’s law if a pair of opposite forces are applied to each end

<p><strong>Extension</strong> of stretched wire is <strong>proportional</strong> to <strong>load</strong>/<strong>force</strong></p><p>Metal spring (or other object) also obeys Hooke’s law if a pair of <strong>opposite forces</strong> are applied to each end </p>
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Force-extension graph

There’s a limit to force you can apply for Hooke’s law to stay true

First part of graph shows Hooke’s law being obeyed - straight-line relationship between force and extension

When force becomes great enough, graph starts to curve

If you increase force past elastic limit (marked E on graph), material is permanently stretched

When all force is removed, material will be longer than at the start

<p>There’s a <strong>limit </strong>to force you can apply for Hooke’s law to stay true</p><p><strong>First part </strong>of graph shows Hooke’s law being obeyed - straight-line relationship between force and extension</p><p>When force becomes great enough, graph starts to curve</p><p>If you <strong>increase </strong>force <strong>past elastic limit </strong>(marked E on graph), material is <strong>permanently stretched</strong></p><p>When all force is removed, material will be longer than at the start </p>
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Elastic behaviour

Ability of material to recover to original shape after forces causing deformation have been removed

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Electrical conductors

Materials that conduct charge easily - current can flow through

Usually metals e.g. copper + silver

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Electrical insulators

Don’t conduct charge very well - current can’t flow

e.g. plastic + rubber

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Series circuits

  • Components connected in a line, end to end, between +ve and -ve of power supply

  • If you remove/disconnect one component, circuit is broken + all stop working

  • Not very useful, only a few things are practically connected in series e.g. fairy lights

<ul><li><p>Components connected <strong>in a line</strong>, <strong>end to end</strong>, between +ve and -ve of power supply</p></li><li><p>If you remove/disconnect <strong>one </strong>component, circuit is <strong>broken</strong> + all <strong>stop working</strong></p></li><li><p><strong>Not very useful</strong>, only <strong>a few things</strong> are practically connected in series e.g. fairy lights </p></li></ul>
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Voltage in series circuit

  • There’s a bigger supply p.d. when more cells are connected in series

  • Total p.d. of supply is shared between components

  • p.d. of each component depends on its resistance

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Current in series circuit

  • Current same everywhere, I₁ = I₂

  • Size of current depends on total p.d. and total resistance of circuit

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Resistance in series circuit

  • Total resistance of circuit depends on number + type of components

  • Total resistance is sum of resistance of each component in circuit

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Parallel circuits

  • Each component is separately connected to +ve and -ve of supply

  • If you remove/disconnect one component, others are hardly affected

  • This is how most things are connected
    e.g. cars and household electrics
    Each light switch in your house is part of branch of parallel circuit (turns one light on/off)

  • Everyday circuits often contain mixture of series and parallel parts - rules of series circuits apply to components on same branch

<ul><li><p>Each component is <strong>separately </strong>connected to +ve and -ve of <strong>supply</strong></p></li><li><p>If you remove/disconnect <strong>one </strong>component, others are <strong>hardly affected</strong></p></li><li><p>This is how <strong>most </strong>things are connected<br>e.g. <strong>cars</strong> and <strong>household electrics</strong><br>Each <strong>light switch</strong> in your house is part of branch of parallel circuit (turns <strong>one </strong>light on/off) </p></li><li><p>Everyday circuits often contain <strong>mixture</strong> of series and parallel parts - rules of <strong>series</strong> circuits apply to components on <strong>same branch</strong></p></li></ul>
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Current in parallel circuit

  • Current shared between branches

  • Total current flowing around circuit = total of all currents through separate components

  • There are junctions where current splits or rejoins

  • Total current going into junction = total current leaving it

  • Current through branch depends on resistance, higher resistance = lower current

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Voltage in parallel circuit

  • P.d. is same across all branches, V₁ = V₂

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Resistance in parallel circuit

  • Total resistance of circuit decreases if you add second resistor in parallel

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Wire voltage-current characteristics

Current through wire is proportional to voltage

<p>Current through <strong>wire</strong> is <strong>proportional to voltage</strong></p>
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Resistor voltage-current characteristics

Current through resistor is proportional to voltage

Different resistors have different resistances

<p>Current through <strong>resistor </strong>is <strong>proportional to voltage</strong></p><p><strong>Different resistors </strong>have different <strong>resistances</strong></p>
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Metal filament lamp voltage-current characteristics

As temp of metal filament increases, resistance increases

<p>As <strong>temp </strong>of metal filament <strong>increases</strong>, <strong>resistance increases</strong></p>
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Diode voltage-current characteristics

Current only flows through diode in one direction

<p>Current only flows through diode <strong>in one direction</strong></p>
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Ammeter

  • Measures current (in amps) through component

  • Must be placed in series anywhere in main circuit

<ul><li><p>Measures <strong>current</strong> (in <strong>amps</strong>) through component</p></li><li><p>Must be placed in <strong>series</strong> anywhere in <strong>main circuit</strong></p></li></ul>
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Voltmeter

  • Measures voltage (in volts) across component

  • Must be placed in parallel around component

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Investigating V-I characteristics

  • Component, ammeter and variable resistor are in series, so can be put in any order

  • Voltmeter must be placed in parallel around component under test

  • As you vary variable resistor, it alters current flowing through circuit

  • Allowing you to take pairs of readings from ammeter and voltmeter

<ul><li><p><strong>Component</strong>, <strong>ammeter </strong>and <strong>variable resistor </strong>are in <strong>series</strong>, so can be put in <strong>any order</strong></p></li><li><p><strong>Voltmeter</strong> must be placed in <strong>parallel</strong> around <strong>component under test</strong></p></li><li><p>As you <strong>vary variable resistor</strong>, it alters <strong>current </strong>flowing through circuit</p></li><li><p>Allowing you to take <strong>pairs of readings</strong> from <strong>ammeter</strong> and <strong>voltmeter</strong></p></li></ul>
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Effect of changing resistance on current

More resistance = less current

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LDR

  • Changes resistance depending on how much light it receives

  • In bright light, resistance falls

  • In darkness, resistance is highest

  • Useful for various electronic circuits e.g. burglar detectors

<ul><li><p>Changes resistance depending on how much light it receives</p></li><li><p>In <strong>bright light</strong>, resistance<strong> falls</strong></p></li><li><p>In <strong>darkness</strong>, resistance is <strong>highest</strong></p></li><li><p>Useful for various <strong>electronic circuits</strong> e.g. <strong>burglar detectors</strong></p></li></ul>
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Thermistor

  • Temperature-dependent resistor

  • Hot = resistance drops

  • Cool = resistance increases

  • Useful for temperature detectors e.g. car engine temp sensors, thermostats

<ul><li><p>Temperature-dependent resistor</p></li><li><p><strong>Hot </strong>= resistance <strong>drops</strong></p></li><li><p><strong>Cool</strong> = resistance<strong> increases</strong></p></li><li><p>Useful for <strong>temperature detectors</strong> e.g. <strong>car engine </strong>temp sensors, thermostats</p></li></ul>
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LED

  • Light-emitting diodes emit light when current flows through them in forward direction

  • Used for numbers on digital clocks and traffic lights

  • Unlike light bulb, don’t have filament that can burn out

<ul><li><p><strong>Light-emitting diodes</strong> emit light when current flows through them in forward direction</p></li><li><p>Used for numbers on <strong>digital clocks</strong> and <strong>traffic lights</strong></p></li><li><p>Unlike light bulb, don’t have filament that can burn out</p></li></ul>
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LEDs and lamps can be used to…

indicate presence of current in circuit

Often used in appliances to show they’re switched on

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Equation: Voltage, Current and Resistance

V = IR

Voltage = Current x Resistance

[V] = [A] x [Ω]

<p>V = IR</p><p>Voltage = Current x Resistance</p><p>[V] = [A] x [<span>Ω</span>]</p>
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Current

Rate of flow of charge around a circuit

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Equation: Charge, Current and Time

Q = It

Charge = Current x Time

[C] = [I] x [s]

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In solid metal conductors, current is…

a flow of negatively charged electrons

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Plugs

  • Have three wires - live, neutral, earth

  • Only live and neutral wires usually needed, but earth wire stops you getting hurt if something goes wrong

  • LIVE WIRE alternates between HIGH +VE AND -VE VOLTAGE of 230V

  • NEUTRAL WIRE always at 0V

  • Electricity normally flows in through live and neutral wire

  • EARTH WIRE and fuse are just for safety

<ul><li><p>Have <strong>three </strong>wires - <strong>live</strong>, <strong>neutral</strong>, <strong>earth</strong></p></li><li><p>Only <strong>live </strong>and <strong>neutral wires</strong> usually needed, but <strong>earth wire</strong> stops you getting hurt if something goes wrong</p></li><li><p><strong><span style="color: yellow">LIVE WIRE</span></strong> alternates between <strong>HIGH +VE AND -VE VOLTAGE </strong>of <strong>230V</strong></p></li><li><p><strong><span style="color: blue">NEUTRAL WIRE </span></strong>always at <strong>0V</strong></p></li><li><p>Electricity normally flows in through live and neutral wire</p></li><li><p><strong><span style="color: green">E</span><span style="color: yellow">A</span><span style="color: green">R</span><span style="color: yellow">T</span><span style="color: green">H</span> <span style="color: yellow">W</span><span style="color: green">I</span><span style="color: yellow">R</span><span style="color: green">E</span></strong> and fuse are just for <strong>safety</strong></p></li></ul>
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Double insulation

If appliance has plastic casing and no metal parts showing, it’s said to be double insulated

Plastic is insulator, so stops current flowing - meaning you can’t get a shock
Anything with double insulation doesn’t need earth wire

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Earthing and fuses

  • If fault develops in which live touches metal case, then because case is earthed, big current flows through live wire, case and earth wire

  • Surge in current melts the fuse, cutting off the live supply

  • This isolates the whole appliance, making it impossible to get electric shock from case
    Also prevents risk of fire caused by heating effect of large current

<ul><li><p>If fault develops in which <strong>live</strong> touches <strong>metal case</strong>, then because case is <strong>earthed</strong>, <strong>big current</strong> flows through <strong>live wire</strong>, <strong>case</strong> and <strong>earth wire</strong></p></li><li><p><strong>Surge </strong>in current <strong>melts the fuse</strong>, <strong>cutting off</strong> the <strong>live supply</strong></p></li><li><p>This <strong>isolates</strong> the <strong>whole appliance</strong>, making it <strong>impossible </strong>to get <strong>electric shock </strong>from case<br>Also prevents risk of <strong>fire</strong> caused by heating effect of large current</p></li></ul>
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Circuit breakers

  • Protect circuit from damage if too much current flows

  • When circuit breakers detect surge in current, they break circuit by opening a switch

  • Circuit breaker can easily be reset by flicking a switch on the device
    This makes them more convenient than fuses (have to be replaced once melted)

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Heating effect in resistors

When there is electrical current in resistor, there is energy transfer which heats resistor

Because electrons collide with ions in lattice that make up resistor as they flow through it
This gives ions energy, causing them to vibrate and heat up

Heating effect increases resistor’s resistance - so less current flows

Heating effect can cause components in circuit to melt - so circuit stops working

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Use of heating effect in resistors

Toasters contain coil of wire with very high resistance

When current passes through coil, temp increases so much that it glows and emits IR (heat) radiation which cooks bread

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Equation: Power, Current and Voltage

P = IV

Power = Current x Voltage

[W] = [A] x [V]

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Fuse ratings

  • Fuses have current ratings and should be rated as near as possible but just higher than the normal operating current

  • To work out the fuse needed, you need to work out the current that item normally uses

<ul><li><p><strong>Fuses</strong> have <strong>current ratings</strong> and should be rated as near as possible but <strong>just higher </strong>than the <strong>normal operating current</strong></p></li><li><p>To work out the <strong>fuse</strong> needed, you need to work out the <strong>current </strong>that item normally uses</p></li></ul>
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Equation: Energy, Current, Voltage and Time

E = IVt

Energy transferred = Current x Voltage x Time

[J] = [A] x [V] x [s]

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Alternating current (a.c.)

Current is constantly changing direction

Used for mains supply, e.g. UK mains supply is approx. 230V

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Direct current (d.c.)

Current keeps flowing in same direction

Used in cells and batteries

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Voltage

Energy transferred per unit charge passed

One volt = one joule per coulomb

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Equation: Energy, Charge and Voltage

E = QV

Energy transferred = Charge x Voltage

[J] = [C] x [V]

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Longitudinal wave

Vibrations are along same direction as energy transfer

<p>Vibrations are along <strong>same direction</strong> as energy transfer</p>
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Transverse wave

Vibrations are perpendicular (at 90) to direction of energy transfer

<p>Vibrations are <strong>perpendicular </strong>(at 90<span>ᵒ</span>) to <strong>direction of energy transfer</strong></p>
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Amplitude

Height of wave (from rest to crest)

<p><strong>Height </strong>of wave (from <strong>rest</strong> to <strong>crest</strong>)</p>
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Frequency (f)

Number of complete waves per second (passing a certain point)

Measured in hertz (Hz)

<p>Number of <strong>complete waves per second</strong> (passing a certain point)</p><p>Measured in <strong>hertz</strong> (Hz)</p>
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Wavelength (λ)

Distance from one peak to the next

<p>Distance from one peak to the next</p>
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Period of wave (T)

Time taken (in s) for one complete wave to pass a point

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Wavefront

Imaginary planes that cut across multiple waves, connecting points on adjacent waves which are vibrating together

Distance between each wavefront = one wavelength

<p>Imaginary <strong>planes</strong> that cut across multiple waves, connecting points on adjacent waves which are <strong>vibrating together</strong></p><p>Distance between each wavefront = <strong>one wavelength</strong></p>
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Waves transfer…

energy and info without transferring matter

e.g. microwaves in an oven make things warm up - energy transferred to food you’re cooking

Waves can be used as signals to transfer info from one place to another

e.g. radio waves travelling through air

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Equation: Wave speed, frequency and wavelength

v = fλ

Wave speed = Frequency x Wavelength

[m/s] = [Hz] x [m]

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Equation: Frequency, Time period

f = 1/T

Frequency = 1/time

[Hz] = 1/[s]

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Doppler effect

  • Waves produced by source which is moving towards/away from observer have diff wavelength than they would if source was stationary

  • Because wave speed is constant, so if source is moving, it ‘catches up’ to waves in front
    Causes wavefronts to bunch up in front of moving source and spread out behind it

  • Frequency of wave from source moving towards you is higher and wavelength shorter than wave produced by source

  • Frequency of wave from source moving away from you is lower and wavelength longer than wave produced by source

<ul><li><p>Waves produced by source which is moving <strong>towards</strong>/<strong>away from</strong> observer have <strong>diff wavelength</strong> than they would if source was <strong>stationary</strong></p></li><li><p>Because <strong>wave speed </strong>is <strong>constant</strong>, so if source is moving, it ‘catches up’ to waves in front<br>Causes wavefronts to <strong>bunch up</strong> in front of moving source and <strong>spread out </strong>behind it</p></li><li><p><strong>Frequency </strong>of wave from source moving <strong>towards </strong>you is <strong>higher</strong> and <strong>wavelength shorter</strong> than wave produced by source</p></li><li><p><strong>Frequency </strong>of wave from source moving <strong>away from </strong>you is <strong>lower </strong>and <strong>wavelength longer </strong>than wave produced by source</p></li></ul>
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All waves can be…

reflected and refracted

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Sound waves

Longitudinal waves caused by vibrating objects

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Light waves are…

transverse waves
that can be reflected and refracted

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Law of reflection

Angle of incidence = Angle of reflection

<p>Angle of incidence = Angle of reflection</p>
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Ray diagrams for reflected waves

knowt flashcard image
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Refraction

Waves travel at different speeds in substances with different densities
Sound waves travel faster in denser substances

When a wave crosses a boundary between two substances (e.g. glass to air), it changes speed

<p>Waves travel at <strong>different speeds</strong> in substances with <strong>different densities</strong><br>Sound waves travel <strong>faster </strong>in <strong>denser </strong>substances</p><p>When a wave crosses a boundary between two substances (e.g. glass to air), it <strong>changes speed</strong></p>
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Ray diagrams for refracted waves

Show the path that a wave travels

  1. Draw boundary between two materials and the normal (a line perpendicular to boundary)

  2. Draw incident ray that meets normal at boundary

  3. Angle between ray and normal = angle of incidence

  4. Draw refracted ray on other side of boundary
    If second material is denser than first, refracted ray bends towards normal
    Angle between refracted ray and normal (angle of refraction) is smaller than angle of incidence

  5. If second material is less dense, angle of refraction is larger than angle of incidence

<p>Show the <strong>path </strong>that a <strong>wave </strong>travels</p><ol><li><p>Draw <strong>boundary </strong>between two materials and the <strong>normal</strong> (a line perpendicular to boundary)</p></li><li><p>Draw <strong>incident ray</strong> that <strong>meets normal</strong> at <strong>boundary</strong></p></li><li><p>Angle <strong>between ray</strong> and <strong>normal</strong> = <strong>angle of incidence</strong></p></li><li><p>Draw <strong>refracted ray</strong> on other side of boundary<br>If second material is <strong>denser</strong> than first, refracted ray <strong>bends towards</strong> normal<br><strong>Angle </strong>between <strong>refracted</strong> ray and <strong>normal</strong> (angle of <strong>refraction</strong>) is <strong>smaller</strong> than <strong>angle of incidence</strong></p></li><li><p>If second material is <strong>less dense</strong>, angle of refraction is <strong>larger </strong>than angle of incidence</p></li></ol>
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Investigating refraction

  • Place glass block on piece of paper, and carefully draw around rectangular perspex block using pencil

  • Switch on ray box and direct beam of light at side face of block

  • Mark on paper:

    • Point on ray close to ray box

    • Point where ray enters block

    • Point where ray exits block

    • Point on exit light ray which is 5cm away from block

  • Draw dashed line normal (at right angles) to outline of block where points are

  • Remove block and join points marked with 3 straight lines

  • Replace block within its outline and repeat process for ray striking block at different angle

  • Repeat procedure for each shape of perspex block (semi-circular and prism)

<ul><li><p>Place glass block on piece of paper, and carefully draw around rectangular perspex block using pencil</p></li><li><p>Switch on ray box and direct beam of light at side face of block</p></li><li><p>Mark on paper:</p><ul><li><p>Point on ray close to ray box</p></li><li><p>Point where ray enters block</p></li><li><p>Point where ray exits block</p></li><li><p>Point on exit light ray which is 5cm away from block</p></li></ul></li><li><p>Draw dashed line normal (at right angles) to outline of block where points are</p></li><li><p>Remove block and join points marked with 3 straight lines</p></li><li><p>Replace block within its outline and repeat process for ray striking block at different angle</p></li><li><p>Repeat procedure for each shape of perspex block (semi-circular and prism)</p></li></ul>
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Rectangular block

knowt flashcard image
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