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DL Activity 4.2.2 Projectile Motion Principles of Engineering PDF

1. The document describes projectile motion and how to calculate various metrics like distance, displacement, speed, and velocity from launch data using kinematic equations. 2. It provides an interactive simulation to explore how the horizontal component of a projectile's velocity remains constant while the vertical component is affected by gravity. 3. The simulation can be used to verify calculations and observe that different launch angles can result in projectiles hitting the same target point despite varying trajectories, due to the independent effects of gravity on vertical motion.

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0% found this document useful (3 votes)
4K views1 page

DL Activity 4.2.2 Projectile Motion Principles of Engineering PDF

1. The document describes projectile motion and how to calculate various metrics like distance, displacement, speed, and velocity from launch data using kinematic equations. 2. It provides an interactive simulation to explore how the horizontal component of a projectile's velocity remains constant while the vertical component is affected by gravity. 3. The simulation can be used to verify calculations and observe that different launch angles can result in projectiles hitting the same target point despite varying trajectories, due to the independent effects of gravity on vertical motion.

Uploaded by

Wavy Gravy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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< Show Table of Contents

DL: Project 4.2.1 Straight Line Motion

PLTW ENGINEERING

​Activity 4.2.2

Projectile Motion
​Distance Learning Support

Check with Your Teacher about


What work you need to turn in and
how to submit it

GOALS

Describe free-fall motion of a


projectile as having constant
velocity in the horizontal direction
and uniformly accelerating motion
in the vertical direction.
Calculate distance, displacement,
speed, and velocity from data.
Determine the angle needed to
launch a projectile a specific range
given the projectile’s initial
velocity.

INTRODUCTION

In medieval times, it was believed that


projectiles were pushed through the
air until they reached their impetus.
Once they reached that point, they fell
straight to the ground, almost as if
they had hit a wall. Galileo tested this
theory and discovered that the path is
actually the shape of a parabola. In
fact he determined that the path is a
combination of horizontal and vertical
motion.

In this activity the horizonal


component of the velocity is
constant while the vertical component
fights gravity decelerating upward
until it reaches the top of the path and
then begins to accelerate as
gravity pulls it back toward the Earth.

EQUIPMENT

Calculator
Projectile Motion simulation

PhET Interactive Simula-


tions | University of Col-
orado

Procedure
The Projectile Motion simulation introduces
uniform motion and the relationships between
distance, rate or speed, and time.

The horizontal rate or speed at which the object


travels just after launch remains the same until
impact. The only way for the object to change
its horizontal speed is if another force acts
upon it in the horizontal direction. Something
would have to hit the object, or air resistance
would need to slow it down.

In the activity there is no air resistance, so the


fired object will not change its horizontal speed
until impact.

PLTW ENGINEERING NOTEBOOK


Use your PLTW Engineering Notebook to
record your thinking and to show your
work throughout the activity.

1 In the Projectile Motion simulation,


select the Vectors tab.

2 Raise the cannon to 5 meters high, and


set the angle to 0 degrees. Also adjust
the rate (or initial speed) to 20 meters
per second. Finally, unselect the Air
Resistance box to ensure there is no
air resistance.

3 Fire the cannon and use the tape


measure to measure the distance the
cannonball traveled. In Figure 1 the
tape measure shows a distance of
20.19 meters.

Figure 1.

4 Calculate the time of flight of the


cannonball. The formula for distance
models uniform motion, in this case the
horizontal motion of the projectile.
Refer to the table for guidance.
Distance

where:
x = horizontal distance traveled
by the cannonball
vx = horizontal speed of the
cannonball
t = time of flight

Time

5 Reset the scenario with the cannon


height at 5 meters, oriented at an
angle of 0 degrees, and with an initial
speed of 20 meters per second. Make
the components of the velocity visible.
Fire the cannonball and observe that
the horizontal component of the
velocity is constant during flight.

Figure 2 shows three cannonballs in flight, each


with the same horizontal component of the
velocity.

Figure 2. Cannonballs with Velocity Vector Components

The acceleration due to gravity is assumed to


be constant near the surface of Earth. With
gravity constant, if the firing angle and range of
a projectile are known, then you can predict the
initial velocity.

Note: The formulas from step 7 onward


assume that up is the positive direction.
Therefore the acceleration due to gravity
is -9.81 meters per second squared.

6 Set the cannon to a height of 0 meters


and an angle of 45 degrees. Set the
initial speed to 14 meters per second.

7 Calculate the range, x, of the


cannonball. Refer to the table for
guidance.
Range

where:
x = horizontal distance
vi = initial speed
Θ = angle of the cannon
g = acceleration due to gravity

Reflection
Questions: Why is the
cannon set to a height
of 0 meters? How would
changing the height affect
the calculation of the
range?

8 Verify that the calculated value of the


range equals the value you measured
with the tape measure in the
simulation.

Figure 3.

9 Set the cannon to a height of 0 meters


and an angle of 60 degrees. Set the
initial speed to 15 meters per second
as shown in the figure.

Figure 4.

10 Use the formula to calculate the initial


speed, vi, of the cannonball to verify
the set value. Refer to the table for
guidance.
Initial
speed
where:
x = horizontal distance
vi = initial speed
Θ = angle of the cannon
g = acceleration due to
gravity

11 Use the formula to calculate the angle,


Θ, of the cannonball to verify the set
value. Refer to the table for guidance.
Firing
angle
where:
x = horizontal distance
vi = initial speed
Θ = angle of the cannon
g = acceleration due to
gravity

12 Set the cannon height to a height of 12


meters and an angle of 0 degrees. Set
the initial speed to 0 meters per
second.

Note: With these settings, when


fired, the cannonball is released
from rest and in free fall.

Figure 5.

13 Use the formula to calculate the


vertical distance or height, y, of the
cannonball to verify the set value.
Refer to the table for guidance.
Height (with zero
initial speed
and ground as zero
where:
height)
y = vertical distance
yi = initial height
Θ = angle of the
cannon
g = acceleration due
to gravity

14 Reset the settings. The red bullseye


resets to 15 meters from the cannon.

15 Create three unique trajectories by


adjusting the settings so that in each
case the cannonball hits the bullseye.
Take screenshots of your
scenarios.
Calculate the horizontal distance, x,
for each trajectory to verify they are
equal.

16 Provide an explanation for how it is


possible for three unique trajectories
to travel the same horizontal distance.

METACOGNITIVE
STRATEGY
Reflect on your explanations,
and assess whether or not the
equivalence of the three
trajectories makes sense to you.
If not, or if you’re not sure, what
other resources might help you
to understand the trajectories?

Proceed to Problem 4.2.3

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