Skip to main content

Lecture 2 | Projectile Motion

2D Kinematics

Lecture 2 | Projectile Motion

2D Kinematics

Projectiles are objects launched with both horizontal and vertical components to their velocity. This section takes what was learned in 2D kinematics and helps quantify this movement. Some examples would be a baseball being thrown or a stuntman in a car driving off a cliff.

OpenStax has a rad trailer about projectile motion.

Pre-lecture Study Resources

Read the BoxSand Introduction and watch the pre-lecture videos before doing the pre-lecture homework or attending class. If you have time, or would like more preparation, please read the OpenStax textbook and/or try the fundamental examples provided below.

2-D Kinematics | Projectile Motion

Projectile motion is a special case of 2D kinematics, where the acceleration is constant and points down towards the Earth. It's free-fall in two dimensions. Since the acceleration points downward, using a standard coordinate system where the x-direction is along the horizontal and the y-direction is along the vertical, means that there is zero x-component to the acceleration. If an object is not accelerating in a given direction, then it maintains a constant speed along that direction, as denoted by the constant length of the VxVx component of the velocity vector in the physical representation below.

Required Videos

OpenStax covered projectile motion in section 3.4.

Image
null
Acceleration Algebraic Addition of Vectors Average Acceleration Average Speed Average Velocity Axis Cartesian Coordinates Component Decomposition Displacement Displacement Vector Free Fall Free Fall Acceleration Graphical Addition Kinematics Launch Angle Magnitude Motion Motion Diagram Order-of-Magnitude Estimate Particle Model Period Position Position Vector Position vs. Time Graph Projectile Projectile Motion Quadrants Radians Reference Frame Representation of Knowledge Resultant Vector Scalar Quantity SI Units Significant Figures Speed Time Interval Trajectory Translational Motion Turning Point Uniform Circular Motion Uniform Motion Uniformly Accelerated Motion Unit Vector ( i , j ) Vector Component Vector Quantity Velocity Velocity Vector Velocity vs. Time Graph Zero Vector

Kinematics

Key Terms