physics A-level IB

Projectile motion tips: breaking down A-level physics problems

5 min read

Learn essential strategies for solving projectile motion problems, with step-by-step approaches from real tutoring sessions

💡 Insight from a real tutoring session

Projectile motion tips: breaking down A-level physics problems

Projectile motion is a classic A-level physics topic that trips up even strong students. The combination of horizontal and vertical motion, plus projectile motion equations, can seem overwhelming. Here’s how I break it down in my tutoring sessions.

The Core Concept

A projectile is anything moving under the influence of gravity alone (ignoring air resistance). The key insight? Horizontal and vertical motion are independent.

This means:

My 5-Step Approach

Step 1: List What You Know

Before diving into equations, make a clear table:

QuantityHorizontalVertical
Initial velocityu_x = ?u_y = ?
Final velocityv_x = ?v_y = ?
Acceleration0-9.8 m/s²
Displacements_x = ?s_y = ?
Timet (same for both!)t

The tip: “What are you trying to find?” should be your first question. This prevents you from using the wrong equations.

Step 2: Resolve Initial Velocity

This is where many students stumble. If a ball is kicked at 15 m/s at 30° to the horizontal, you need:

ux=15cos(30°)=13.0 m/su_x = 15 \cos(30°) = 13.0 \text{ m/s} uy=15sin(30°)=7.5 m/su_y = 15 \sin(30°) = 7.5 \text{ m/s}

Common mistake: Using the wrong angle or forgetting to convert to m/s.

Step 3: Identify Which Motion is Simpler

Typically, horizontal motion is simpler - just s = vt because there’s no acceleration.

My heuristic: If the problem asks “how far?” or “how long?”, start with horizontal if you know the time, or vertical if you need to find the time.

Step 4: The Time Connector

Time is the same for both motions! Once you know it from one direction, use it for the other.

Step 5: Question-Specific Strategies

Finding maximum height: Use v² = u² + 2as in the vertical direction with v = 0 at the top.

Finding range: Find time of flight (when s_y = 0), then use that time with horizontal motion.

Finding velocity at a point: Find horizontal and vertical velocities separately, then use Pythagoras for the magnitude.

Real Example: Football Kick Problem

From a recent session with a student named James

Problem: A football is kicked with an initial velocity of 20 m/s at 35° to the horizontal. Find: a) The maximum height b) The time of flight c) The range

Our working:

Part (a) - Maximum height

uy=20sin(35°)=11.5 m/su_y = 20 \sin(35°) = 11.5 \text{ m/s}

At max height, vy=0v_y = 0. Using v2=u2+2asv^2 = u^2 + 2as:

02=11.52+2(9.8)sy0^2 = 11.5^2 + 2(-9.8)s_y sy=11.522×9.8=6.7 ms_y = \frac{11.5^2}{2 \times 9.8} = 6.7 \text{ m}

Part (b) - Time of flight

When it lands, sy=0s_y = 0. Using s=ut+12at2s = ut + \frac{1}{2}at^2:

0=11.5t4.9t20 = 11.5t - 4.9t^2 t(11.54.9t)=0t(11.5 - 4.9t) = 0

Therefore: t=0t = 0 (start) or t=2.35t = 2.35 s (landing)

Time of flight = 2.35 s

Part (c) - Range

ux=20cos(35°)=16.4 m/su_x = 20 \cos(35°) = 16.4 \text{ m/s} sx=uxt=16.4×2.35=38.5 ms_x = u_x t = 16.4 \times 2.35 = 38.5 \text{ m}

Common Pitfalls I See

  1. Forgetting the minus sign on gravitational acceleration - it’s 9.8-9.8 m/s², not +9.8+9.8!

  2. Not completing the calculation - finding the projectile equation but forgetting to substitute the time back in.

  3. Angle confusion - make sure you’re using the angle to the horizontal, not the vertical.

  4. Mixing up displacement and distance - these are different! Displacement can be negative.

The Pattern Recognition

After doing enough of these problems, you’ll notice patterns:

But don’t just memorize these - understand WHY they work!

When to Use SUVAT vs Projectile Equations

SUVAT: Use when you have specific points to analyze

Projectile equations: Use when you need the general trajectory

Often, you’ll use SUVAT to find specific values, then use those in projectile equations.

The “Aha Moment”

The biggest breakthrough comes when students realize that “straight up and down” is just a special case of projectile motion where ux=0u_x = 0. All the same principles apply!

Next Steps

Start with simple problems (level ground, no obstacles) before moving to more complex scenarios. Practice resolving velocities until it’s second nature - this skill carries over to circular motion, forces, and beyond!

Need personalized help with this topic?

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