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Physics (IAL)

Motion

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Edexcel IAL Physics · Unit: Mechanics

Motion

The Big Idea: Motion is just numbers with direction — if you can keep track of what's a scalar, what's a vector, and pick the right SUVAT equation for what you know and don't know, you can describe any constant-acceleration journey, from a landing plane to a skydiver to a ball thrown at an angle.

Summary — What This Chapter Covers

  • SUVAT equations — four equations that describe any object moving with constant acceleration.
  • Motion graphs — displacement-time, velocity-time and acceleration-time graphs, and what their gradients/areas mean.
  • Slope & area techniques — reading real information off a graph, including curved ones (tangents!).
  • Scalars vs vectors — the crucial distinction between distance/speed and displacement/velocity.
  • Resolving vectors — splitting one vector into horizontal and vertical components using trigonometry.
  • Adding vectors — combining vectors by scale drawing or by calculation.
  • Components of velocity / projectile motion — treating horizontal and vertical motion completely separately.
  • Free-body force diagrams — drawing every force acting on an object as a labelled vector arrow.

1. The SUVAT Equations

Imagine you're describing a car journey to a friend, but you can only use five pieces of information: where it started, how fast it started, how fast it ended up, how hard it accelerated, and how long that took. That's exactly what SUVAT gives you — five letters, five variables, and as long as acceleration stays constant, these five numbers completely describe the motion.

The five variables

SymbolMeaningUnit
sdisplacementm
uinitial velocitym s⁻¹
vfinal velocitym s⁻¹
aaccelerationm s⁻²
ttime intervals

Important: every one of those except t is a vector — meaning it can be positive or negative depending on direction. Get the signs wrong and your whole answer flips upside down (literally, sometimes).

The Four SUVAT Equations v = u + at s = ut + ½at² s = (v + u)/2 × t v² = u² + 2as
Notice each equation is missing exactly one of the five variables. That's the whole trick to using them — see below.

How to pick the right equation, every time

This is the single most useful skill in this topic. Follow this 3-step routine and you'll never freeze on a SUVAT question again:

  1. List every value the question gives you, using the correct symbol (s, u, v, a, t).
  2. Identify which variable you need to find, and which one is not mentioned at all (not given, not asked for).
  3. Choose the one equation out of the four that doesn't contain that missing variable.
Quick Trick If the object "starts from rest" → u = 0. If it "comes to rest" or "stops" → v = 0. Objects thrown straight up have v = 0 at the very top of their path. These little phrases are the exam's way of quietly giving you a variable for free.

Worked Example — Landing Plane

A pilot is landing a small aircraft. The airstrip is only 450 m long, and the aircraft decelerates from 40 m s⁻¹ at a constant rate of 2 m s⁻². Will the plane stop before it reaches the end of the runway?

Practice Yourself First

Before checking the answer: which SUVAT variables do you have, which is missing, and which equation would you use?

Practice Question

A rocket accelerates vertically upward from rest at a constant 6.5 m s⁻² for 30 s before the motors switch off. Find (a) its velocity and (b) its height above the launchpad at that moment.

Examiner Tip SUVAT questions are often worth 5–6 marks. Never skip steps — write out every line (known values, chosen equation, substitution, final answer) even if you could do it in your head. Examiners award marks for each stage, not just the final number.

2. Motion Graphs

Think of a motion graph as a "story" of a journey. A displacement-time graph tells you where something was at every moment; a velocity-time graph tells you how fast and in which direction; an acceleration-time graph tells you how quickly the speed itself was changing. The trick to reading any of them is remembering just two tools: the slope (gradient) and the area under the graph.

Displacement–Time Graphs

Slope of a displacement-time graph = velocity. Straight = constant velocity, curved = acceleration.
  • Slope = velocity. Straight (diagonal) line → constant velocity. Curved line → acceleration.
  • Positive slope = moving in the positive direction; negative slope = moving in the negative direction.
  • Zero slope (horizontal line) = object is at rest.
  • The area under a displacement-time graph means nothing physical — ignore it here.

Velocity–Time Graphs

  • Slope = acceleration. Straight line = uniform acceleration; curved = non-uniform acceleration.
  • Positive slope = speeding up in the positive direction; negative slope = speeding up in the negative direction (or slowing down, depending on context).
  • Zero slope (horizontal) = constant velocity.
  • Area under the line = displacement (or distance travelled). This is one of the most tested facts in this whole chapter.

Acceleration–Time Graphs

  • Zero slope (horizontal line) = constant acceleration.
  • Area under the line = change in velocity.
  • The steepness of the slope itself is meaningless here (there's no "rate of change of acceleration" concept at this level).
Memory Hook Go one "level" down each time: on a displacement-time graph, slope gives you velocity. On a velocity-time graph, slope gives you acceleration AND area gives you back displacement. It's like each graph is one derivative away from the next.

Worked Example — Reading a Displacement-Time Graph

A runner sprints out to 50 m and back over 14 seconds, following a straight-line-up, straight-line-down displacement-time graph (peaking at 50 m around t = 7 s).

Practice Question

How would you find the runner's fastest speed from this graph, and roughly what value would you expect?

Non-Uniform Acceleration & Curved Lines

Sometimes acceleration itself changes — like a skydiver whose air resistance grows as their speed increases, eventually balancing their weight (terminal velocity). This produces a curved velocity-time graph. To find the instantaneous acceleration at one exact moment, you can't just use two random points — you need to:

  1. Find the point on the x-axis matching the time you care about.
  2. Draw a line straight up to meet the curve.
  3. Draw a tangent to the curve at that exact point (a straight line that just "touches" the curve there).
  4. Find the slope of that tangent as normal, using two points far apart on it.
Practice Question

A skydiver's velocity-time graph shows a tangent at t = 5 s passing through (0.75, 20) and (9.75, 58). Find the acceleration at 5 seconds.

Common Mistake Students often draw a line from the origin to the point they need — that's not a tangent unless the curve happens to pass through the origin at the right angle. A tangent only touches the curve at ONE point and matches its exact steepness there. Practise this — examiners can tell a rushed tangent from a careful one.

Drawing Good Graphs

  • Label both axes with quantity and unit (e.g. "distance / m").
  • Space your scale evenly — use multiples of 2, 5, or 10. Never multiples of 3.
  • Make your plotted data fill most of the graph paper — don't cram it into a corner.
  • Plot points accurately to within half a small square, using a sharp pencil.
  • Draw a line of best fit that balances points evenly above and below it, ignoring outliers (circle them instead).

3. Scalars & Vectors

Here's the one distinction that trips up more students than anything else in mechanics: the difference between distance and displacement, and between speed and velocity. Get this solid now and half of your future mechanics problems become instantly easier.

Scalars vs Vectors — the core idea

  • Scalar = has magnitude only (a size, no direction). E.g. mass — "5 kg" doesn't point anywhere.
  • Vector = has magnitude and direction. E.g. weight — it's a force, and it always points down.
Distance = total length of the wiggly path walked. Displacement = straight line from start to finish, WITH direction.

The four key quantities

QuantityTypeWhat it measures
DistanceScalarTotal length of the path travelled — direction doesn't matter
DisplacementVectorStraight-line length AND direction from start point to finish point
SpeedScalarHow fast something is moving, regardless of direction
VelocityVectorHow fast something is moving and which direction
Why it matters An object can have constant speed but changing velocity — think of a car going round a roundabout at a steady 30 km/h. Its speed never changes, but because its direction constantly changes, its velocity is changing every second. This is exactly why velocity (not speed) is what SUVAT equations actually use.

Other scalars & vectors you'll meet

ScalarsVectors
mass, time, energy, volume, density, pressure, electric charge, temperatureacceleration, force, momentum

Vector notation

Because it's easy to lose track of which quantities are vectors, physicists write them specially — either in bold italic (like F or s) in textbooks, or with a small arrow drawn over the top (like s with an arrow) when handwriting. That arrow does not point in the actual direction of the vector — it's just a label telling you "this quantity has a direction."

Practice Question

A student walks 300 m east, then 400 m north. State whether the following are scalar or vector, and calculate each: (a) the total distance walked, (b) the magnitude of the displacement.

4. Resolving Vectors

"Resolving" a vector just means breaking one diagonal vector into two perpendicular pieces — usually horizontal and vertical — that together have exactly the same effect as the original. This is the single biggest reason projectile motion becomes manageable: instead of dealing with one messy diagonal vector, you deal with two simple straight-line ones separately.

Any vector F at angle θ to the horizontal splits into horizontal (F cos θ) and vertical (F sin θ) components.
Resolving a Vector by Calculation Horizontal component: Fₓ = F cos θ Vertical component: Fᵧ = F sin θ
θ is measured from the horizontal. Remember SOH-CAH-TOA to recall which is which.

Two ways to resolve a vector

  • By scale drawing: Draw the vector precisely to scale with a ruler and protractor, then measure the horizontal and vertical sides directly. Good for visualising, but slower and less accurate.
  • By calculation: Sketch a rough (not-to-scale) triangle and use trigonometry — much quicker and more accurate once you're confident with it.
Examiner Tip A quick way to remember whether to use sin or cos: if the resultant vector is "closing down" onto the angle (i.e. the angle sits between the resultant and that particular component), use cos. The component furthest from the angle uses sin.
Practice Question

A force of 20 N acts at 35° above the horizontal. Find its horizontal and vertical components.

5. Adding Vectors

Resolving splits one vector into two. Adding vectors does the opposite — it combines two (or more) vectors into a single "resultant" vector that has the same overall effect. This resultant is sometimes called the "net" vector (e.g. net force).

Scale diagram methods

  • Triangle method: Draw the vectors head-to-tail. The resultant runs from the tail of the first vector straight to the head of the last one.
  • Parallelogram method: Draw the vectors tail-to-tail, complete the parallelogram shape, and the resultant is the diagonal running from the shared tail.
Triangle method: link vectors head-to-tail, then draw the resultant from the very start to the very end.

Calculation method

When two vectors are perpendicular (like a swimmer's velocity and a river's current), you don't need a scale drawing at all — just two clean steps:

Combining Perpendicular Vectors Magnitude: R = √(a² + b²) (Pythagoras) Direction: tan θ = opposite / adjacent (trigonometry)

Worked Example — Swimmer Crossing a River

A swimmer swims due north at 2 m s⁻¹. The current flows east at 5 m s⁻¹. Find the resultant velocity.

Try it yourself

Sketch the two vectors at right angles, then find magnitude and direction.

Note If the question specifically says "by scale drawing" or "by calculation," you must use that method — marks are given for the method itself. If it's left open, use whichever you're more confident and accurate with (calculation is usually faster once you know your trig).

6. Components of Velocity & Projectile Motion

This is where everything from this chapter comes together. A projectile (like a thrown ball or a launched rocket) moves in two dimensions at once — but the golden rule that makes it manageable is: treat the horizontal and vertical motion completely separately. They only share one thing in common: time.

The classic projectile "arc" — a symmetric curve when air resistance is ignored.

The two independent motions

Vertical motionHorizontal motion
Initial speedu sin θu cos θ
Acceleration−g (9.81 m s⁻² downward)0 (constant velocity)
GovernsTime of flight, max heightRange
Projectile Motion Key Results (launched at angle θ) Time of flight: t = 2u sin θ / g Maximum height: H = (u sin θ)² / 2g Range: R = u² sin 2θ / g

The reason horizontal acceleration is zero is simple: once a projectile is released (ignoring air resistance), the only force acting on it is gravity — and gravity only pulls straight down, never sideways. So the horizontal velocity never changes throughout the whole flight.

Three scenarios you'll be tested on

  • Vertical projection (free fall): something simply dropped — no horizontal motion at all.
  • Horizontal projection: something launched sideways from a height (like a stunt bike leaving a ramp) — initial vertical velocity is zero.
  • Projection at an angle: the full case — both horizontal and vertical initial velocities exist.

Worked Example — Horizontal Projection

A motorcycle stunt-rider moving horizontally takes off from 1.25 m above the ground, landing 10 m away. What was the take-off speed?

Try it yourself first

Hint: work out the time of flight using ONLY the vertical motion first, then use that time for the horizontal motion.

Practice Question

A ball is thrown from point P at 12 m s⁻¹ at 50° to the horizontal. Find the maximum height reached.

Common Mistake Students often forget that the initial vertical speed to plug in is u sin θ, not just u — using the full speed u instead of its vertical component is one of the most common lost marks in the whole topic. Always resolve first, then apply SUVAT.

7. Free-Body Force Diagrams

A free-body diagram strips away all the visual clutter of a real object and just shows the forces acting on it as clean, labelled arrows. This is one of those skills that feels simple but examiners specifically reward when done correctly — and penalise when arrows are missing, mislabelled, or the wrong length.

Three rules for drawing one

  1. Rule 1: Draw a single point at the centre of mass of the object (you're modelling it as a particle).
  2. Rule 2: Draw the object completely free from contact with anything else — no ground, no ramp, nothing touching it in the drawing.
  3. Rule 3: Draw every force acting on it as a vector arrow — correct direction, and length roughly proportional to magnitude.
A "point particle" free-body diagram — the object is reduced to a single dot with force arrows radiating out.

Objects in equilibrium — the closed triangle trick

If an object has exactly three forces acting on it and is in equilibrium (not accelerating), those three force vectors — when rearranged head-to-tail — will always form a closed triangle. This is a powerful way to solve problems: draw the forces on the free-body diagram, then redraw them as a triangle, and use trigonometry or Pythagoras on the triangle itself.

Naming Convention Use consistent, recognisable labels: W or "Weight" or mg for weight; N or R for normal reaction force. Getting used to standard notation makes labelling automatic, so you can focus on the physics instead of hunting for words.
Practice Question

A box is sliding down a slope at constant velocity. List the three forces acting on it and their directions.

What to Memorise

SUVAT Equations
v = u + at  |  s = ut + ½at²  |  s = (v+u)t/2  |  v² = u² + 2as
g (acceleration due to gravity)
9.81 m s⁻², always negative when an object is rising or falling under gravity alone.
Displacement-time graph
Slope = velocity. Area is meaningless.
Velocity-time graph
Slope = acceleration. Area = displacement/distance.
Acceleration-time graph
Area = change in velocity. Slope has no physical meaning.
Distance vs Displacement
Distance = scalar, total path length. Displacement = vector, straight line start→finish.
Speed vs Velocity
Speed = scalar. Velocity = scalar's direction-aware twin.
Resolving a vector
Horizontal: F cos θ. Vertical: F sin θ (θ measured from horizontal).
Adding perpendicular vectors
Magnitude: Pythagoras. Direction: tan θ = opposite/adjacent.
Projectile motion golden rule
Horizontal and vertical motion are independent — only time links them.
Free-body diagram rules
Point at centre of mass; object isolated; forces as labelled, proportional vector arrows.
Three forces in equilibrium
They always form a closed triangle when drawn head-to-tail.

Concepts Checklist

Exam Tips & Common Mistakes

Sign errors kill marks

Deceleration must be entered as a negative value in SUVAT equations. Forgetting this is the #1 cause of wrong answers in this topic.

Never scale in multiples of 3

Graph scales should use multiples of 2, 5, or 10 — multiples of 3 make plotting painfully inaccurate and examiners notice.

Show don't tell

Annotate graphs directly — mark the two points you used for a gradient calculation with clear lines. Examiners award marks for visible method.

Resolve before you SUVAT

In projectile problems, always use u sin θ or u cos θ as your initial speed in SUVAT — not the raw magnitude u.

Time is the bridge

In 2D projectile problems, find time using ONE direction's motion (usually vertical), then use that same time value in the other direction's equations.

Vectors need direction stated

A numeric answer for displacement, velocity, or force alone is incomplete — always state the direction too, or you lose marks even with the right magnitude.

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Also in the full note
  • 3. Scalars & Vectors
  • 6. Components of Velocity & Projectile Motion
  • Exam Tips & Common Mistakes
  • Non-Uniform Acceleration & Curved Lines
  • Other scalars & vectors you'll meet
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