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Projection Motion Simulator Worksheet

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Go to the projectile motion simulator at http://phet.colorado.edu/sims/projectilemotion/projectile-motion.swf 1. Starting with the pumpkin as your projectile, gather data and answer the following questions. a. ith an initial speed of 1!m/s and no air resistance, what angle must the cannon "e at to hit the "ull#s eye$ ". %lear your results from part a. &ow add air resistance and answer the same question.

c. %lear your results from part " and remo'e the air resistance. %ollect data to figure out how the angle must "e changed to hit the "ull#s eye as the initial speed increases. Initial speed Angle 1(m/s 1!m/s )* ++m/s +,m/s Conclusion: -s the speed increases the angle ................ +. &ow, using different projectiles, collect data to figure out how the angle must "e changed as the mass of the projectile changes. /se 1!m/s as your speed. Projectile Mass Angle 0oot"all 1owling "all -dult human 2iano 1uick Conclusion: -s the mass of the o"ject increases, the angle .......................... as long as the speed is constant. 3. &ow, repeat the e4periment in 5+, only keep the angle constant at ,*, and determine what happens to the initial speed needed to hit the "ull#s eye as the mass of the projectile changes. Projectile Mass Initial speed 0oot"all 1owling "all -dult human 2iano 1uick Conclusion: -s the mass of the o"ject increases, the initial speed .......................... as long as the angle is constant.

(. 6epeat the e4periment in 53, e4cept set the speed "ased on your results in 53, add air resistance and record the drag coefficient and whether the o"ject hits the "ull#s eye or not. Projectile Initial speed #rag coefficient $it %ull&s e'e( (from !" 0oot"all 1owling "all -dult human 2iano 1uick Conclusion: 7ow does the air resistance relate to whether the o"ject could still hit the "ull#s eye or not$ *. 0inally, choose an o"ject and analy8e its motion without air resistance. 0ill in the data ta"le "elow "y first choosing an initial speed and angle. -s the o"ject is in motion record the remaining data. -fter collecting all the data, pro'e that the simulator is accurate "y using the mathematical formulas from %h3-3 and showing that the height, distance and time that the o"ject tra'eled are accurate. Show your work. 97int: you ha'e to watch for the ma4imum height as the o"ject is mo'ing: ;"ject: -ngle: <nitial Speed: =a4. height: 6ange: >ime: %alculations for time, height and range:

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