Welcome to Kinematics: The Study of Motion
Welcome to one of the most exciting and practical areas of applied mathematics! Kinematics is the language we use to describe how objects move — whether it is a sprinter dashing across a finish line, a ball thrown into the air, or a boat navigating across the sea. In your CCEA AS 2 Applied Mathematics paper, Kinematics forms a major foundation of Section A (Mechanics).
Don't worry if mechanics feels unfamiliar at first. Kinematics is built around a small set of logical rules and clear equations. Once you master the standard setups and sign conventions, you will find these questions predictable and deeply rewarding.
Exam Standards to Keep in Mind:
• Acceleration due to gravity is always taken as \(g = 9.8\ \text{m s}^{-2}\) unless a question states otherwise.
• Always round non-exact final answers to 3 significant figures and write down your units.
1. Fundamental Quantities: Scalars vs. Vectors
In mechanics, every measurement falls into one of two families: scalars (which only have a size/magnitude) and vectors (which have both a magnitude and a specific direction).
Distance vs. Displacement
• Distance (\(s\) or \(d\)): A scalar quantity measured in metres (\(\text{m}\)). It represents the total length of the path you travel, regardless of direction.
• Displacement (\(s\) or \(\mathbf{r}\)): A vector quantity measured in metres (\(\text{m}\)). It is the straight-line distance and direction from your starting point (the origin) to your current position.
Real-world analogy: If you walk \(400\ \text{m}\) around a running track and finish exactly where you started, your total distance is \(400\ \text{m}\), but your displacement is \(0\ \text{m}\)!
Speed vs. Velocity
• Speed: A scalar quantity measured in metres per second (\(\text{m s}^{-1}\)). It is the rate at which distance changes over time.
• Velocity (\(v\) or \(\mathbf{v}\)): A vector quantity measured in metres per second (\(\text{m s}^{-1}\)). It is the rate of change of displacement with respect to time.
Acceleration
• Acceleration (\(a\) or \(\mathbf{a}\)): A vector quantity measured in metres per second squared (\(\text{m s}^{-2}\)). It measures how quickly velocity changes.
• A positive acceleration means velocity is increasing in the chosen positive direction.
• A negative acceleration (often called deceleration or retardation) means the object is slowing down, or speeding up in the reverse direction.
Key Takeaway: Direction matters! When working in one dimension, we use positive (\(+\)) and negative (\(-\)) signs to show direction.
2. Modelling Assumptions
In CCEA mechanics, real-world objects are simplified using standard mathematical models so that calculations remain manageable. The exam may ask you to state or explain the effect of these assumptions:
• Particle: The object has mass, but its dimensions (size and shape) are negligible. We treat all mass as concentrated at a single point, ignoring rotational effects and air resistance due to shape.
• Smooth surface: There is zero friction between the surface and the moving object.
• Light string/rod: The mass of the string or rod is zero (negligible).
• Inextensible string: The string does not stretch, meaning connected objects experience the exact same acceleration.
• Uniform gravity / No air resistance: Gravitational acceleration \(g\) is constant (\(9.8\ \text{m s}^{-2}\)), and aerodynamic drag is ignored.
3. Motion Graphs
Graphs are a visual way to track motion. You need to know how to interpret and extract information from both Displacement–Time and Velocity–Time graphs.
A. Displacement–Time (\(s\text{--}t\)) Graphs
• Gradient = Velocity: \(\text{Gradient} = \dfrac{\Delta s}{\Delta t}\)
• A straight line with a positive slope means constant positive velocity.
• A horizontal line (gradient \(= 0\)) means the object is stationary.
• A curved line means velocity is changing (the object is accelerating).
B. Velocity–Time (\(v\text{--}t\)) Graphs
Velocity–Time graphs are the most powerful graphs in AS Mechanics because they reveal both acceleration and displacement:
• Gradient = Acceleration: \(\text{Gradient} = \dfrac{\Delta v}{\Delta t}\)
• Area under the graph = Displacement: The net area enclosed between the curve and the time axis equals displacement.
• Total Distance Travelled: The total arithmetic sum of the areas (treating areas above and below the time axis both as positive values).
Did you know? If a velocity-time graph dips below the time axis, the object has changed direction and is moving backwards towards its origin!
Memory Trick:
Going down the chain: Displacement \(\rightarrow\) Velocity \(\rightarrow\) Acceleration \(\implies\) find the gradient.
Going up the chain: Acceleration \(\rightarrow\) Velocity \(\rightarrow\) Displacement \(\implies\) find the area.
4. Constant Acceleration Formulae (The "SUVAT" Equations)
When an object moves along a straight line with constant acceleration, we use the five standard SUVAT equations. Each letter represents a specific quantity:
• \(s\) = displacement (\(\text{m}\))
• \(u\) = initial velocity (\(\text{m s}^{-1}\))
• \(v\) = final velocity (\(\text{m s}^{-1}\))
• \(a\) = constant acceleration (\(\text{m s}^{-2}\))
• \(t\) = time taken (\(\text{s}\))
The 5 Core Equations
1. \(v = u + at\) (does not contain \(s\))
2. \(s = \left(\dfrac{u + v}{2}\right)t\) (does not contain \(a\))
3. \(s = ut + \frac{1}{2}at^2\) (does not contain \(v\))
4. \(s = vt - \frac{1}{2}at^2\) (does not contain \(u\))
5. \(v^2 = u^2 + 2as\) (does not contain \(t\))
A Step-by-Step Strategy for SUVAT Problems
Step 1: Write down the letters \(s\), \(u\), \(v\), \(a\), \(t\) down the side of your page.
Step 2: Fill in the 3 values given in the question. Watch out for hidden clues:
• "Starts from rest" \(\implies u = 0\)
• "Brought to rest / comes to a stop" \(\implies v = 0\)
Step 3: Identify the target variable you need to calculate.
Step 4: Pick the equation that links your 3 known variables and your 1 target variable.
Step 5: Substitute the numbers, solve, and round your answer to 3 significant figures.
Worked Example:
A car accelerates uniformly along a straight road from \(12\ \text{m s}^{-1}\) to \(28\ \text{m s}^{-1}\) over a distance of \(200\ \text{m}\). Find the acceleration of the car.
• \(s = 200\ \text{m}\)
• \(u = 12\ \text{m s}^{-1}\)
• \(v = 28\ \text{m s}^{-1}\)
• \(a = ?\)
• We choose \(v^2 = u^2 + 2as\):
\(28^2 = 12^2 + 2(a)(200)\)
\(784 = 144 + 400a\)
\(640 = 400a \implies a = 1.6\ \text{m s}^{-2}\)
5. Vertical Motion Under Gravity
When an object is thrown vertically upwards or dropped, it moves under the sole influence of gravity (ignoring air resistance). This is straight-line motion with a constant acceleration of \(g = 9.8\ \text{m s}^{-2}\).
Setting Up Your Sign Convention
Before writing down any numbers, choose a positive direction and stick to it throughout the calculation:
• If you choose UPWARDS as positive:
\(a = -9.8\ \text{m s}^{-2}\) (gravity pulls downwards).
An upward initial velocity is positive (\(u > 0\)).
Positions above the launch point have positive displacement (\(s > 0\)).
Positions below the launch point (e.g. falling into a pit or sea) have negative displacement (\(s < 0\)).
• If you choose DOWNWARDS as positive:
\(a = +9.8\ \text{m s}^{-2}\).
Downward velocities are positive.
Crucial Boundary Conditions to Remember
• At maximum height: The instantaneous vertical velocity is zero (\(v = 0\)).
• Returning to the launch level: The displacement is zero (\(s = 0\)).
Worked Example:
A stone is projected vertically upwards from ground level with an initial speed of \(19.6\ \text{m s}^{-1}\). Find the maximum height reached.
Taking upwards as positive:
• \(u = +19.6\ \text{m s}^{-1}\)
• \(v = 0\ \text{m s}^{-1}\) (at highest point)
• \(a = -9.8\ \text{m s}^{-2}\)
• \(s = ?\)
Using \(v^2 = u^2 + 2as\):
\(0^2 = (19.6)^2 + 2(-9.8)s\)
\(0 = 384.16 - 19.6s\)
\(19.6s = 384.16 \implies s = 19.6\ \text{m}\)
6. 2D Kinematics Using Vectors
In two dimensions, motion can occur across a horizontal plane (e.g. a ship sailing or an aircraft flying). We use unit vectors \(\mathbf{i}\) (East / positive \(x\)-direction) and \(\mathbf{j}\) (North / positive \(y\)-direction), or column vector notation \(\begin{pmatrix} x \\ y \end{pmatrix}\).
Vector SUVAT Equations
When acceleration \(\mathbf{a}\) is constant, the vector forms of the equations apply directly:
• \(\mathbf{v} = \mathbf{u} + \mathbf{a}t\)
• \(\mathbf{s} = \left(\dfrac{\mathbf{u} + \mathbf{v}}{2}\right)t\)
• \(\mathbf{s} = \mathbf{u}t + \frac{1}{2}\mathbf{a}t^2\)
• Position vector from an initial position \(\mathbf{r}_0\): \(\mathbf{r} = \mathbf{r}_0 + \mathbf{u}t + \frac{1}{2}\mathbf{a}t^2\)
Finding Speed and Direction (Bearings)
Examiners frequently ask for speed or the bearing of motion. Remember: velocity is a vector, but speed is its scalar magnitude!
If velocity is \(\mathbf{v} = v_x\mathbf{i} + v_y\mathbf{j} = \begin{pmatrix} v_x \\ v_y \end{pmatrix}\):
• Speed: \(|\mathbf{v}| = \sqrt{v_x^2 + v_y^2}\) (using Pythagoras' Theorem)
• Direction / Angle: Find the acute reference angle with the horizontal or vertical using \(\theta = \arctan\left(\left|\dfrac{v_y}{v_x}\right|\right)\), then convert it to a standard 3-figure compass bearing measured clockwise from North.
Worked Example:
A particle has initial velocity \(\mathbf{u} = (2\mathbf{i} + 5\mathbf{j})\ \text{m s}^{-1}\) and accelerates at a constant rate of \(\mathbf{a} = (3\mathbf{i} - 2\mathbf{j})\ \text{m s}^{-2}\). Find the speed of the particle after \(4\ \text{seconds}\).
Using \(\mathbf{v} = \mathbf{u} + \mathbf{a}t\):
\(\mathbf{v} = (2\mathbf{i} + 5\mathbf{j}) + (3\mathbf{i} - 2\mathbf{j})(4)\)
\(\mathbf{v} = (2 + 12)\mathbf{i} + (5 - 8)\mathbf{j} = 14\mathbf{i} - 3\mathbf{j}\ \text{m s}^{-1}\)
Now find the magnitude (speed):
\(\text{Speed} = |\mathbf{v}| = \sqrt{14^2 + (-3)^2} = \sqrt{196 + 9} = \sqrt{205} \approx 14.3\ \text{m s}^{-1}\) (to 3 s.f.).
7. Examiner Pitfalls & Common Mistakes to Avoid
Make sure you avoid these common traps highlighted in CCEA examiner reports:
• Mixing up Signs in Gravity Problems: If you define upwards as positive, \(a\) must be \(-9.8\ \text{m s}^{-2}\). Writing \(u = +15\) and \(a = +9.8\) means gravity is propelling your object into space!
• Confusing Speed with Velocity: If the question asks for speed, do not leave your answer as a vector like \(3\mathbf{i} - 4\mathbf{j}\). Calculate the magnitude: \(\sqrt{3^2 + (-4)^2} = 5\ \text{m s}^{-1}\).
• Miscalculating Distance on \(v\text{--}t\) Graphs: Remember that displacement subtracts area below the time axis, but total distance adds all areas as positive values.
• Premature Rounding: Keep unrounded values stored in your calculator for multi-step questions, rounding to 3 significant figures only at the very end.
Quick Review Checklist
• Displacement-Time Graph: Gradient = Velocity
• Velocity-Time Graph: Gradient = Acceleration; Area = Displacement
• 5 SUVAT Equations: Use only when acceleration is constant (\(a = \text{constant}\))
• Vertical Gravity: Always take \(g = 9.8\ \text{m s}^{-2}\) and define a consistent positive direction
• 2D Vectors: \(\text{Speed} = \sqrt{v_x^2 + v_y^2}\)