Warm up first
Three quick questions from earlier lessons. Pulling old material back to mind before you learn something new makes the new material stick better, so this is not busywork.
This is the final lesson of Module 1. It introduces no new physics it pulls L01–L07 together into one problem-solving toolkit. Each card below is a strategy: a decision to make under exam pressure, the method that makes it reliable, and the trap that costs marks. Have your earlier notes open beside you.
A question reads: "A ball is thrown straight up at 20 m/s. How long until it returns to the thrower's hand?" Before doing any maths, decide: which sign convention will you set, what value of $a$ will you use and in which direction, and which equation of motion needs no displacement value? Jot your plan first, the plan is where marks are won or lost.
A multi-step problem gives you initial velocity $u$, acceleration $a$ and time $t$, and asks for the final velocity $v$. Before touching numbers, the single most important first step is to:
Know
- The full kinematics toolkit from L01–L07 and when each tool applies
- The five equations of motion and the variable each one omits
- What the gradient and area of a motion graph each represent
- The standard method for relative-motion (crosswind / river) problems
- The five highest-frequency exam errors and how to catch them
Understand
- Why naming a sign convention first prevents most lost marks
- Why the equation you choose depends on which variable is missing
- Why a graph and an equation can be two views of the same motion
- Why relative velocity is a vector subtraction, not a number subtraction
Can Do
- Plan a multi-step problem before calculating
- Select the correct equation of motion in one read
- Convert and interpret position–time and velocity–time graphs under time pressure
- Diagnose and fix a flawed worked solution
- Set out a full-mark answer with working, signs and units