Unit 2: Teaching Motion
Inquiry-Oriented Student Performance Objectives:
2.1 Center of Mass:
- Students will, given an irregularly shaped, 2-dimensional object, determine
its center of mass.
2.2. Inertia:
- Students will identify the parallel nature of linear and angular momentum
and will come up with the following identities: F = ma corresponds to tau
= I*alpha, v = r*omega, etc.
- Students supplied with a meter stick and a variety of masses, will determine
qualitatively the relationship between the moment of inertia, mass, and the
distribution of that mass with respect to the fulcrum (e.g., the masses will
be attached to corresponding points along a meter stick balanced at the center
with the hand, and twisted from side to side to develop a qualitative assessment
of the effect of mass and its distribution on the perceived moment of inertia).
- Students, given the relationship tau = I*alpha, will use a rotational unit
and appropriate computer software to determine the moment of inertia of several
mass configurations to find relationship between the moment of inertia and
the mass involved.
- Students will use a rotational unit and appropriate computer software to
determine the moment of inertia of several mass configurations to find relationship
between the moment of inertia and the “orbital” radius of the
mass involved.
- Students will, given an incline and a large massive ball on a table, predict
where a projectile will land on the floor taking into account potential,
and both translational and rotational kinetic energies.
2.3 Velocity and Acceleration:
- Students will design and conduct an experiment to collect and analyze suitable
data to establish the general kinematics relationship:

- Students will provide a theoretical explanation for the above empirical
relationship; they will mathematically derive the relationship using the basic
equation and the definitions of average (uniformly increasing) velocity and
(constant) acceleration.
- Students will interpret graphs relating d and t, v and t, and a and t for
non-accelerated and uniformly accelerated objects.
- Students will use a photogate, a free-falling picket fence, and appropriate
computer software to determine the local value of the acceleration due to
gravity.
- Students will use an inclined plane, a dynamics cart, a photogate, and
appropriate computer software to find the local value of the acceleration
due to gravity incorporating appropriate use of vector-based force diagrams.
2.4 Periodic Motion:
- Derive empirical principles for the factors observed to affect the period
of a simple pendulum.
- Use the above principles to conduct a dimensional analysis to find the
theoretical relationship (a proportionality) between period and the relevant
variables.
- Design and conduct an experiment to verify the theoretical form of the
simple pendulum period equation, and find the value of the constant of proportionality.
- Determine the absolute and relative errors for pi expressed as (113/355)^-1. Note that
the difference from pi in this relationship is 0.000000267 approximately.
-
Given the theoretical relationship for a simple pendulum,

accurately determine the local value of the acceleration due to gravity.
Calculate estimated absolute and relative errors. Hint: find and employ
partial T/T.
- In a properly controlled experiment, find the periods of a physical pendulum
and a simple pendulum of the same length; compare; hypothesize what causes
the difference.
2.5 Circular Motion:
Online Resources:
Here are some good to fair sites dealing with projectile motion
furnished by Jason Ryan's Physics Class on November 7, 2002:
http://library.thinkquest.org/16600/games/bball/
This is a simple simulation where you try to get a basketball into the hoop
by changing a few of the parameters.
http://www.explorescience.com/classic/monkey.htm
This is an adaptation to the shoot the monkey demo. Here you shoot a skeleton
with a basketball.
http://zebu.uoregon.edu/nsf/cannon.html
This site has a little more with what you can do to the experiment. You can
change gravity, the velocity, drag, …
http://www.phy.ntnu.edu.tw/java/projectile/projectile.html
This site has two cannons pointing at each other. The cannons shoot at the same
time and you see the balls hit in the air. There wasn’t much that you
could do with this one.
http://www.phys.virginia.edu/classes/109n/more_stuff/applets/projectilemotion/jarapplet.html
You can adjust the drag and other parameters on this site as well. I liked playing
around here for a few minutes.
http://www.msu.edu/user/brechtjo/physics/cannon/cannon.html
This site is very simplistic. I didn’t stay here for too long.
http://plabpc.csustan.edu/java/projectiles/projectile.html
This site doesn’t let you see the projectile as it flies through the air.
You just get to see where everything lands and the different distances.
http://home.a-city.de/walter.fendt/phe/projectile.htm
This is so far the best site that I have seen. There are many different components
of the projectile that you can look at, force, energy, vectors…
http://library.thinkquest.org/15433/games/game3.htm
This site has a different type of game. You have to get a dog in a car to launch
off a cliff into a cave.
http://members.bellatlantic.net/~vze23kcv/old/projectile.html
This is a list of projectile sites!!! Very helpful.