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1.

1 || Measurement km m
Convert 24 to
min s
Measurement is the process of comparing an
unknown quantity with a standard. It refers to
the assignment of quantitative value on a given
data or phenomena, which include magnitude,
units, and uncertainty using standard Convert 2.5 miles to inches
instruments.

Two Systems of Measurement

Scientific notation is a way used to express very


small or huge numbers which take the form:

Conversion factor plays a vital role in the


conversion process. It is a ratio that is equal to
one and is used to change one unit to another.

Converting Between Units using Dimensional


Analysis
Accuracy (or close to the value) refers to the
degree to which the measurement corresponds
to the accepted value.

Precision (repeatable) is how consistent results


are when measurements are repeated. Precise
values differ from each other because of
random error, which is a form of observational
error.
Systematic Error vs Random Error Physical quantities can be classified as either
vector or scalar.

Vector quantity is a quantity that can be fully


described by both magnitude and direction
while a scalar quantity is expressed by using
magnitude alone.

Magnitude refers to a number plus the unit of


measurement. (Ex. 5.5 m, 20 kg)

Significant Figures are those digits of


measurement that represent meaningful
measurement of data. The more accuracy there
is the measurement, the more significant digits
there will be in the record.

Vector quantities are often represented by


scaled vector diagrams.

Vector diagrams depict a vector by use of an


arrow drawn to scale in a specific direction.

Components of Vector

1. A vector is represented by an arrow. The


arrow has three important parts:

Arrowhead - indicates the direction of the


vector.

The length of the arrow - represents the


magnitude of the vector.

Tail- represents the origin of the vector.

2. Devise a suitable scale.

1.3 || Vector Addition


1.2 || Vectors
The sum of two or more vectors is represented
by a single vector called the resultant vector
(R). This vector may be found using a graphical
method, mathematical method, and
experimental method.

How to find the resultant vector?

1. Graphical Method

Head-to-Tail Method

Parallelogram Method

2. Mathematical Method

Pythagorean Theorem

Component Method

3. Experimental Method

Head-to-Tail Method

The head-to-tail method also called the


polygon method is a graphical way to add
vectors which involves drawing a vector to scale
at a designated starting point. Where the head
of the first vector ends, the tail of the next
vector begins. The process continues until all
the given vectors are drawn head-to-tail. The
last vector to be drawn which closes the
polygon represents the sum or the resultant
vector.

Pythagorean Theorem
It is a useful method for determining What if we are given two or more
the resultant of two vectors that make a right vectors to add? The component method has
angle to each other. advantages over the graphical and Pythagorean
Theorem methods as it can be used to add
several vectors. It does not depend on the
measuring tools and thus, gives a more
convenient and accurate way of finding the
resultant vector.

The following steps will guide you on


how to determine the resultant vector using the
component method.

Component Method
2.1 || Speed, Velocity, and Acceleration
Motion refers to an object’s change of position
with respect to a certain reference point or
frame of reference.

There are five quantities used to describe


motion quantitatively namely: distance,
displacement, speed, velocity, and
acceleration.

Distance refers to the total length of the path


taken by an object from an initial position to the
final position. It is a scalar quantity that does
not follow the operations of signed numbers.

Displacement refers to the straight-line


distance between the initial position and the
final position. It is a vector quantity and follows
the operations of signed numbers.

Acceleration is the change in velocity per unit


time.
∆ v v f −v i
a=acceleration= =
t t
Unit: m/s2, km/h2

There are three cases when an object


experiences an acceleration:

- Change in speed

- Change in direction

- Change in both speed and direction


In front of reference point – positive position

Behind of reference point – negative position

All Reference point – zero position

Position vs Time

+ and –
Standing Still – constant position (0 velocity) or
- Relative to reference not moving

Constant Positions Moving forward - positive slope (+ velocity)

- Horizontal sections Moving backward - negative slope (- velocity)

Constant Velocity

- Straight slopes

Acceleration

- Curved segment
Slope upward (curving slope) – moving forward Positive Acceleration – curve faces up

Slope downward – moving backwards Negative Acceleration – curve faces dowm

No acceleration – straight line


Velocity vs Time

+ and –

Constant Velocity

- Horizontal sections

Constant Acceleration

- Straight slopes

Speeding up/Slowing down

- Distance from x-axis


Positive acceleration – section where a line is
sloping upward

Negative acceleration – downward slope

Positive slope – moving forward

Negative slope – moving backward

Not moving – graphs intersects the x-axis


Further from x- axis – speeding up

Closer to x-axis – slowing down

Constant velocity – no acceleration


Acceleration vs Time

No acceleration

- Line stays on x-axis

Constant Acceleration

- Horizontal line above or below x-axis


2.2 || Uniformly Accelerated Motion

Uniform motion – equal distances and equal


interval of times

Non-uniform motion – unequal distances and


equal interval of times.

An object that is changing in velocity - whether


by a constant amount or a varying amount - is
said to be accelerating. Consequently, an
object with a constant velocity is not
accelerating. If a body maintains a constant
change in velocity in a given interval of time
along a straight line, then its motion is
described to be uniformly accelerated.

At a constant acceleration, it is easier to


tell the position of the object and the velocity of
the object at any given time.

v f −v i
t=
a
d = displacement

t = time

vi = initial velocity

vf = final velocity

a = acceleration

t = time
2.3 || Free Fall Motion

Free fall motion is a motion at a constant


acceleration in the vertical dimension.

Any object falling towards the earth's surface


under the sole influence of gravity is said to be
in free fall. Two important motion
characteristics that are true to all free-falling
objects:

1. Free-falling objects do not encounter air


resistance.

2. All free-falling objects on earth experience a


constant downward acceleration of 9.8m/s2.

Having uniform acceleration, we can employ the


kinematic equations in dealing with problems
related to free-fall motion.

Note: a = g = acceleration due to gravity =


-9.8m/s2

Equations Involved in Analyzing Free Fall


Motion
experiences the effect of gravity, hence, the
vertical velocity changes every second and the
MODULE 3: Relative Motion
y-component of the acceleration is the
3.1 || Horizontally Launched Projectile acceleration due to gravity.

Projectile Motion demonstrates two- Along y-axis - Velocity is constantly changing


dimensional motion.
- Acceleration is -9.8 m/s2
A projectile is any object projected into the air
that continues to move due to its own inertia
and is influenced by the force of gravity. It
follows a curved path called trajectory and
travels a horizontal displacement called range.

Horizontally launched projectiles have no


upward trajectory and no initial vertical velocity
since the objects start at the highest point. In
the vertical direction, the projectile behaves like
a free fall as it descends to the ground.

A projectile is an object upon which the only


force acting is gravity. There are a variety of
examples of projectiles such as:

- An object dropped from rest

- An object thrown vertically upward


Two important motion characteristics of
projectile motion - An object thrown upward at an angle from the
horizontal (e.g. catapult, cannon)

A projectile is any object, once projected or


In the absence of air resistance, the dropped, continues in motion by inertia, and is
projectile does not slow down nor speed up as influenced only by gravity.
it moves forward since it does not encounter
any force in the horizontal direction, hence, the
horizontal velocity given to the projectile
remains constant and the x-component of the
acceleration is zero.

Along x-axis - Velocity is constant

- Acceleration is zero

In the vertical or y-component or as the


projectile moves downward, the projectile
In the vertical or y-component or as the
projectile moves downward, the projectile
3.2 || Vertically Launched Projectile
experiences the effect of gravity, hence, the
Horizontal Motion - uniform motion vertical velocity changes every second and the
y-component of the acceleration is the
Vertical Motion - uniformly accelerated motion acceleration due to gravity.

Along y-axis - Velocity is constantly


Vertically launched projectiles travel along a changing.
complete curved path. Once the projectile is - Acceleration is -9.8 m/s2
given an initial horizontal velocity it maintains
its velocity as it moves forward through its own
inertia. In other words, the horizontal velocity
of a projectile remains constant throughout the
motion, and the object experiences no
acceleration. In the vertical direction, the
projectile is given an initial vertical velocity to
enable the object to move upward and reach
the maximum height before it falls to the
ground. The vertical velocity is constantly
changing due to the force of gravity.

Two important motion characteristics of


projectile motion:

In the absence of air resistance, the projectile


does not slow down nor speed up as it moves
forward since it does not encounter any force in
the horizontal direction, hence, the horizontal
velocity given to the projectile remains constant
and the x-component of the acceleration is
zero.

Along x-axis - Velocity is constant.

- Acceleration is zero.
1 total time
T = ∨T =
f No . of revolution

Frequency refers to the number of revolutions


completed in a given time.

1 No. of revolution
f = ∨f =
T time

3.3 || Uniform Circular Motion

Uniform circular motion is the simplest type of


circular motion wherein objects move along a
circular path. An object in UCM moves at a
constant speed at any position along the circle
but with different velocities due to the
continuous change in direction. Therefore, an
object at UCM is said to be accelerating.

An object in UCM experiences a tangential


velocity which is the velocity measured at any
point tangent to the circular path.

Centripetal force is the force necessary to keep


an object moving in a curved path and is
directed inward toward the center of rotation.

Centrifugal force is the apparent force that is


felt by an object moving in a curved path that
acts outwardly away from the center of
rotation.

A period is a time required of an object to make


one complete revolution.
4.1 || Newton's Laws of Motion Inertial Frames of Reference

Force is an interaction between two A frame of reference in which Newton’s


bodies or between a body and its environment. first law is valid is called an inertial frame of
It is a vector quantity because it has both reference. The frame of reference that is at rest
magnitude and direction; you can push or pull a or moving at a constant velocity with respect to
body in different directions. an observer is inertial.

The force between two bodies that are


in direct contact with each other is called
Newton's Second Law of Motion: Law of
contact force and the force that acts even if the
Acceleration
interacting bodies are separated by a distance is
called a non-contact force. Newton’s Second Law of Motion relates
the tree quantities: net force, mass, and
acceleration. It states that “the acceleration of a
body is directly proportional to the net force
and inversely proportional to its mass”.

If a net external force acts on a body,


the body accelerates. The direction of
acceleration is the same as the direction of the
net force. The mass of the body times the
acceleration of the body equals the net force
Newton's First Law of Motion: Law of Inertia vector.

“Every body continues in its state of ∑ f =ma


rest or of uniform motion in a straight line,
where F = force, m = mass, a = acceleration
unless it is compelled to change that state by
external forces impressed upon it”. The SI unit of force is Newton (N). A
force of 1N is the force that will give a 1kg body
The tendency of a body to remain
m
motionless when it is at rest and to keep an acceleration of 1 2
.
moving once it is set in motion results from a s
property called inertia. An object at rest will
remain at rest because it has inertia. A moving
object will continue to move at constant Mass and Weight
velocity because it has inertia. It is important to
Mass and weight are two different
note that the net force is what matters in
physical quantities.
Newton’s first law as it is the one responsible
for changing the state of an object.
These two forces have the same magnitude but
are opposite in direction.

Mass and weight are related by,


But do these forces cancel each other out?
W =mg
The answer is NO! The action force and the
reaction force are acting on different objects so
W =( kg )
( ms )
2 they will never cancel each other out.

Free-Body Diagrams
m
Thus, the unit of weight iskg ∙ or
s2 Free-body diagrams are essential to help
Newton (N). The mass of a body is constant, identify the relevant forces. It is a diagram
while its weight depends on the value of the showing the chosen body by itself, “free” of its
acceleration due to gravity. surroundings, with vectors drawn to show the
magnitudes and directions of all the forces
applied to the body by other bodies that
interact with it.

Newton's Third Law of Motion: Law of


Interaction

Newton’s Third Law of Motion implies


that forces always come in pairs. That is, if body
A exerts a force on body B (an “action”), then
body B exerts a force on body A (a “reaction”).
3. Friction depends on the nature of materials in
contact and the smoothness of their surfaces.

4.2 || Friction

Friction is a force that resists motion


between materials in contact. It exists in all
types of materials. The cause of friction is a
combination of molecular adhesion, surface
roughness, and deformation effects. Although
the surfaces of all solid materials seem to be
smooth microscopically, they all have some
degree of roughness. If you observe closely at 4. Friction is approximately independent of the
the surfaces of all objects under a high-powered surface area of contact between two bodies.
microscope, you will notice that there is an
interlocking of irregularities on the two surfaces
that causes friction. 5. Static friction is greater than kinetic friction in
magnitude. Even our own experience tells us
that we need to exert a greater force to start
motion than to maintain it.

Static Friction and Kinetic Friction

Friction can be generally classified as static


or kinetic friction.

Consider an object, resting on a horizontal


Experimental results have shown that friction
surface, to which a horizontal force is applied.
has the following properties:

1. Friction acts parallel to


the surfaces in contact
and is in the direction
opposite the force
tending to produce such
motion.

2. The frictional force is


proportional to the
normal force between
the two surfaces.
4.3 || Tension Force

\\\
watch this video to deepen our understanding
of the concepts of work.

5.1 || Work

Work is a scalar quantity that follows


the dot product operation of vectors. Let us
5.2 || Power 5.3 || Energy

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