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HomeConcept libraryMotion and Circular Motion

Starter track

Follow the authored sequence, or switch to recap mode for a faster review of the same path.

Starter track3 concepts2 checkpoints75 min

Motion and Circular Motion

Not started

Start with vector components, move into projectile paths, and then use circular motion to understand how velocity can keep changing direction.

Use this track when motion problems still feel like separate formulas instead of one connected story. The path keeps the same coordinate-language in view while the situations get more dynamic.

ComponentsTrajectoriesCentripetal acceleration

Entry diagnostic

Decide where to enter this path without opening a second testing system.

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.

Start from beginning0 / 2 probes ready

Check the motion foundations first

Start from beginning

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.

  1. Quick testNot started4 questions

    Vectors quick test

    Check whether horizontal and vertical components already feel like one coordinate-language system instead of two formulas.

    No saved quick-test result yet.

    Vectors
  2. ChallengeNot started4 checks

    Projectile checkpoint

    Use the existing projectile challenge to verify that the component split still holds inside a real target-setting task.

    No saved checkpoint attempt yet.

    Projectile

Why this order

The sequence is authored to keep the model honest.

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

Each step opens the same simulation-first framework.

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

Follow the concepts and checkpoint moments in order.

Checkpoint cards reuse the authored challenge entries already living on the concept pages.

  1. 1Not startedMastery: NewStart here

    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.

    Start here before moving into Projectile Motion.

    MechanicsIntro25 min
  2. 2Not startedMastery: New

    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.

    MechanicsIntro25 min
  3. Checkpoint 1LockedNot started

    Trajectory checkpoint

    Use the vector-component language inside a real projectile target before the track moves on to direction-changing motion.

    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.

    VectorsProjectile4 checksCoreGraph-linkedGuided start
  4. 3Not startedMastery: New

    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.

    OscillationsIntro25 min
  5. Checkpoint 2LockedNot started

    Turning-motion checkpoint

    Carry the same component thinking into a comparison where the timing stays aligned but the inward pull has to change.

    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.

    VectorsUCM10 checksStretchCompareGraph-linkedGuided start