Vectors and Motion Bridge
Not startedStart with vectors as geometric objects on a 2D plane, then carry the same component language into the existing motion-facing vectors bench.
Starter track
Follow the authored sequence, or switch to recap mode for a faster review of the same path.
Start with vectors as geometric objects on a 2D plane, then carry the same component language into the existing motion-facing vectors bench.
Entry diagnostic
Reuse the 2D-vectors quick test, the motion-components quick test, and the equal-components checkpoint to decide whether to start from plane-based vector combination or jump straight into the motion-facing bench.
Check the vector bridge before you skip ahead
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 vector arrows, components, subtraction, and scalar multiplication already stay tied together on the same plane.
No saved quick-test result yet.
Check whether stage motion, the component graph, and the endpoint readout already stay tied together on the motion-facing bench.
No saved quick-test result yet.
Build a vector whose horizontal and vertical components are nearly the same size. Keep the component graph open so you can match the two lines, not just eyeball the angle.
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
Vectors in 2D comes first because it keeps the vector itself visible as an arrow and an ordered pair before any motion story is layered on top. Vectors and Components follows by reusing that same component bookkeeping inside a moving-point bench, so the bridge into mechanics feels like a continuation rather than a reset.
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.
Combine, subtract, and scale vectors on one plane so magnitude, direction, and components stay tied to the same live object.
Start here before moving into Vectors and Components.
Adjust the vectors until the resultant lands very close to the origin, but keep the scaled first vector clearly nontrivial so the near-zero result comes from cancellation rather than from shrinking everything.
Finish Vectors in 2D first. This checkpoint ties together 2D vectors through Near-zero resultant.
Pause here after Vectors in 2D before moving into Vectors and Components.
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.
Capstone step after Vectors in 2D.
Build a vector whose horizontal and vertical components are nearly the same size. Keep the component graph open so you can match the two lines, not just eyeball the angle.
Finish Vectors and Components first. This checkpoint ties together 2D vectors and Vectors through Equal components.
Final checkpoint that closes the authored track after Vectors and Components.
At the end of the $4\,\mathrm{s}$ walk, make the point land near $(16\,\mathrm{m}, 12\,\mathrm{m})$.
Finish Vectors and Components first. This checkpoint ties together 2D vectors and Vectors through Hit the endpoint.
Final checkpoint that closes the authored track after Vectors and Components.