Motion and Circular Motion
Not startedStart with vector components, move into projectile paths, and then use circular motion to understand how velocity can keep changing direction.
Starter track
Follow the authored sequence, or switch to recap mode for a faster review of the same path.
Start with vector components, move into projectile paths, and then use circular motion to understand how velocity can keep changing direction.
Entry diagnostic
Reuse the vectors quick test and the projectile checkpoint to see whether the component split is already stable enough to enter at turning motion instead of replaying the full opening.
Check the motion foundations first
No saved diagnostic checks are available yet, so the opening concept is still the best place to start.
Uses the same local-first quick tests, checkpoint challenges, and track history already saved in this browser.
Check whether horizontal and vertical components already feel like one coordinate-language system instead of two formulas.
No saved quick-test result yet.
Starting from Earth shot, stretch the landing point into the $35$ to $38\,\mathrm{m}$ range while keeping the apex below about $10\,\mathrm{m}$.
No saved checkpoint attempt yet.
About this track
Keep the first scan focused on the next lesson. Open the authored rationale and shared-framework notes only when you need them.
Why this order
Vector components come first because they are the bookkeeping system for every later step. Projectile motion keeps that horizontal and vertical split visible in a familiar path, and uniform circular motion finishes by showing that velocity can keep changing direction even when speed stays fixed.
Shared concept pages
Compare mode, prediction mode, quick test, worked examples, guided overlays, challenge mode, and read-next cues stay on the concept pages. The track only decides the guided order and the next recommended stop.
Guided path
Checkpoint cards reuse the authored challenge entries already living on the concept pages.
Rotate and scale a live vector, decompose it into horizontal and vertical parts, and watch those components drive the same straight-line motion and geometry.
Start here before moving into Projectile Motion.
Launch a projectile, watch the trajectory form, and connect the range, height, and component motion to the launch settings.
Builds on Vectors and Components before setting up Uniform Circular Motion.
Starting from Earth shot, stretch the landing point into the $35$ to $38\,\mathrm{m}$ range while keeping the apex below about $10\,\mathrm{m}$.
Finish Projectile Motion first. This checkpoint ties together Vectors and Projectile through Flat long shot.
Pause here after Projectile Motion before moving into Uniform Circular Motion.
Track a particle moving at constant speed around a circle and connect radius, angular speed, tangential speed, centripetal acceleration, and the inward-force requirement to the same live state.
Capstone step after Projectile Motion.
Open compare mode and keep Setup A and Setup B on nearly the same period, but make Setup B need the larger centripetal pull by giving it the wider orbit.
Finish Uniform Circular Motion first. This checkpoint ties together Vectors and UCM through Same period, bigger inward pull.
Final checkpoint that closes the authored track after Uniform Circular Motion.