Kinematics
A Level Physics kinematics hub: motion graphs, uniformly accelerated motion, projectile components, gravity, energy and air resistance.
Learning goals
- Interpret position, displacement, velocity and acceleration using equations and graphs.
- Derive the uniformly accelerated motion equations from the definitions of velocity and acceleration.
- Derive and apply uniformly accelerated motion equations with a stated sign convention.
- Explain inertia and momentum, then apply Newton's laws using free-body diagrams.
Kinematics at A Level starts with rigorous one-dimensional graph reasoning, then extends motion into two perpendicular directions. The final bridge connects projectile motion to weight, gravitational potential energy and air resistance.
Prerequisites:
- O Level Kinematics (basic motion quantities and graphs)
- Free Fall (O Level) (signs and uniform gravitational acceleration)
- Vectors (resolving velocity into components)
Study order: begin with Kinematics Graphs, then use those constant-acceleration and sign-convention skills in Projectile Motion. The projectile lesson introduces drag qualitatively; Drag Force is a later dynamics extension, not a prerequisite.
Simulation checkpoint: use the Kinematics Graph Explorer before the question set. At each marker, state the velocity sign, acceleration sign and signed-area meaning before checking feedback.
After this hub: attempt the Kinematics Practice Questions, then do the A Level Kinematics Quiz and one timed structured question.
Lessons
Work through these lessons in order.
- Describing motion with quantities and graphs
- Newton's laws, momentum and force
- Kinematics Graphs (A Level)
Learn how to interpret distance–time, displacement–time, velocity–time and acceleration–time graphs using gradients, areas and tangents (A Level Physics).
- Kinematics Practice Questions (Set 1)
Exam-style A Level kinematics questions on graphs, projectile components, gravitational energy and air resistance, with worked solution checks.
Revision
Quick Reference
| Motion Type | Horizontal (x) | Vertical (y) |
|---|---|---|
| Projectile | aₓ = 0 (Constant v) | a_y = -g (Constant a) |
| Eqn (Disp) | x = uₓ t | y = u_y t - (1/2)gt² |
| Eqn (Vel) | vₓ = uₓ | v_y = u_y - gt |
Useful components: uₓ = u cos θ, u_y = u sin θ.
Max height: when v_y = 0.
Same launch and landing height (no air resistance):
- time of flight: T = 2u_y/g
- max height: H = u_y²/2g
- range: R = uₓ T = (u² sin 2θ)/g
SUVAT (1D, constant acceleration only)
- v = u + at
- s = ut + (1/2)at²
- v² = u² + 2as
- s = (1/2)(u + v)t
Data table
| Category | a |
|---|---|
| Horizontal, ax | 0 |
| Vertical, ay | -10 |
What You Must Memorise
- Displacement: Change in position from the initial point to the final point, with direction.
- Velocity: Rate of change of displacement.
- Acceleration: Rate of change of velocity.
- Projectile motion (ideal model): Motion with uniform velocity in one direction and uniform acceleration in a perpendicular direction. Near Earth, this is usually modelled with air resistance neglected.
- Weight: The force experienced by a mass in a gravitational field, W = mg near Earth’s surface.
- Gravitational potential energy change: For the mass–Earth system in a uniform field, Δ Eₚ = mgΔ h.
- Terminal velocity: Constant downward velocity reached when drag balances weight, so the resultant force and acceleration are zero.
Problem Templates (fast marks)
Projectile motion (component method)
- Choose axes and state sign convention (e.g., up is +).
- Resolve initial velocity: uₓ = u cos θ, u_y = u sin θ.
- Write x-motion (uniform): x = uₓt.
- Write y-motion (uniform acceleration): y = u_yt-(1/2)gt² and v_y = u_y-gt.
- Use the same time t to connect x and y, then solve.
Graph method (1D)
- State what the gradient/area represents (units matter).
- Use a large triangle for gradients; split area into shapes.
- For a curve, use a tangent for instantaneous gradient.
Graph Skills (Visual)
Velocity–time: gradient is acceleration
Velocity–time graphs: compare shapes
Two velocity–time series from zero to five seconds. One rises from one to eleven metres per second with constant gradient two metres per second squared. The other remains at six metres per second.
View figure data
| Time (s) | Constant acceleration, a = 2 m s⁻² | Constant velocity, a = 0 m s⁻² |
|---|---|---|
| 0 | 1 | 6 |
| 1 | 3 | 6 |
| 2 | 5 | 6 |
| 3 | 7 | 6 |
| 4 | 9 | 6 |
| 5 | 11 | 6 |
Projectile components share the same time
This plot uses a single time axis to show the key idea: x motion is uniform while y motion is uniformly accelerated.
Projectile displacement components vs time (example)
Horizontal displacement increases linearly with time; vertical displacement rises then falls back to zero.
Scroll across the graph to read all labels.
View figure data
| Time (s) | Horizontal, x(t) | Vertical, y(t) |
|---|---|---|
| 0 | 0 | 0 |
| 0.4 | 5.66 | 4.87 |
| 0.8 | 11.31 | 8.17 |
| 1.2 | 16.97 | 9.91 |
| 1.6 | 22.63 | 10.07 |
| 2 | 28.28 | 8.66 |
| 2.4 | 33.94 | 5.69 |
| 2.8 | 39.6 | 1.14 |
Top Exam Traps
- Independence of Components: Horizontal motion does not affect vertical motion. They are linked only by time (t).
- Sign Convention: Pick a direction (usually Up) as positive. Then a = -9.81. If you swap mid-question, you will get math errors.
- Top of Trajectory: At max height, velocity is not zero; the vertical component v_y = 0, but horizontal vₓ is still there!
- Air Resistance: In projectiles, we usually ignore it. If included, the path is no longer a perfect parabola (range and max height decrease).
- Graph Gradients: On a displacement-time graph, a curve means changing velocity. On a velocity-time graph, a curve means non-uniform acceleration.
- Terminal Velocity: Zero acceleration at terminal velocity does not mean zero velocity; it means constant velocity because drag equals weight.
Continue with the next resource in this course.
Course and syllabus information
- Course
- GCE A-Level H2 Physics
- Edition
- GCE A-Level H2 Physics 2027