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You will not be able to type in this document. Click on File then Make a Copy to make a copy that you can type in. When you have finished this activity, convert this document to a PDF using File > Download > PDF Document and submit the PDF in WAMAP. DS 01: Projectile Motion Write the names of each student on your team who contributed to the assignment in the box below. Alex. yahya, kim Purpose Students will make a Desmos account and learn how to use Desmos to generate simulations of projectile motion. Desmos Resources Desmos Use Guide Short Videos that show how to use specific Desmos features that are needed for this assignment: Creating a slider (Step B1) Adding notes and tables (Step B2) Plotting points with labels (Step B5) Graph styling (Step B8c) Restricting the domain or range Procedure Part A: Create a Desmos account Creating a Desmos account will allow you to save your work in Desmos. Each student on your team should create an account. If you already have a Desmos account, you may skip this section. 1. Go to the Desmos graphing calculator and click on the Sign Up button in the top right corner of the screen. 2. Follow the instructions in the pop-up window to create a Desmos account.
Part B: Projectile Motion In this section, you will simulate the motion of a particle that is launched from the ground and lands on the ground. We will assume that the particle is launched from the origin at an angle between 0 and 90° as measured from the +x axis. The x axis will represent ground level. 1. Set up a time counter (slider in Desmos terminology) using the variable t . This variable will represent time as it passes after the projectile is launched at t = 0 . (See Desmos Resources above for video.) a. In the expression list on the left side of the window, type an expression using t , such as “ 0 < t ”. When the prompt appears to create a slider, click on “ t ” to do so. The slider will appear on the next line of the expression list. b. Click on one of the numbers on either side of the slider list to select what values t will be limited to. Choose the lower limit to be 0. Choose the upper limit to be whatever you like. We will alter it later. c. The Step of the slider controls how smooth the resulting simulation will be. Set it to 0.1 for now. d. Click on the X in the previous line to delete the expression you wrote to create the slider. It is no longer necessary. 2. Establish the necessary input variables for the simulation. These variables will allow you to control the initial velocity and the gravitational acceleration of the particle. (See Desmos Resources above for video.) a. Click on the plus sign (+) at the top of the expression list and select Note. This allows you to insert text into your expression list to describe what different parts of your list do, like writing comments in code. Add a note here that describes the intent of this section. b. In the expression list, write variables that set the following values. Do not use the letters x, y, e, or pi as variable letters , they are reserved for other purposes in Desmos. You may add subscripts to your variables by typing the letter and then using underscore “_”.
i. Initial velocity v 0 = 15 m / s ii. Initial angle θ 0 = 30 ° iii. g = 9.81 m / s 2 c. Desmos recognizes Greek letters. If you type “theta” in the expression, Desmos will convert it to θ . This also works for pi, which converts to π . d. Desmos does not use units , so just enter the numbers without units. Use a note to list units in your simulation if you are having trouble remembering them. e. Click on the wrench in the upper right corner of the graph and click “Degrees” at the bottom of the pop-up window. This sets the calculator to degrees instead of radians. Write notes in your expression list for the rest of these steps to illustrate the purpose of these expressions to the reader. 3. Write expressions that calculate the x and y components of the initial velocity, v 0 x and v 0 y , from your input variables. Their numerical values should appear in the expression line. Verify that they are correct before continuing. 4. Write expressions for the x and y coordinates of the particle as the relate to time, t . Use x P and y P to represent the position. These equations can be determined from the equations for projectile motion found in the text. 5. Create a labeled point that represents the particle. a. Type ( x P , y P ) to create a point. b. Label the point “particle” when the prompt appears in the expression line. (See Desmos Resources above for video.) 6. Scroll up to the t slider in the expression list and click the play button in that line to set the simulation in motion. a. Verify that the motion of the particle resembles projectile motion. b. If the particle is moving too fast to see, click the arrows below the play button and set the Speed to a lower value. c. If you would like to make the particle move more smoothly, set the Step to a lower value, like 0.1. d. Change the input variables and note how this changes the projectile’s path. e. There are arrows below the play button that represent different play modes. Set the simulation to run once and then stop. 7. Note that the projectile might not stop when it hits the x axis. We could calculate the projectile’s time in the air manually and set that value as the maximum value for t , but instead we will have Desmos calculate this for us using the input variables. This has the added bonus of avoiding recalculating if the input variables are changed. a. Using the input variables, calculate the time that the particle will hit the ground, that is, hit the x axis. Use the variable t f for this variable. b. Scroll up to the t slider and insert t f as the maximum value. Note that Desmos does not care if variables calculated lower down on the expression list are used earlier in the list. In other words, Desmos does not follow the expression list in order.
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c. Play the simulation to verify that the particle launches from the x axis and lands on the x axis again. d. Change the input variables and see how that changes the path of the projectile. 8. Use the equation for the trajectory of a projectile ( y = x tan θ 0 g x 2 2 v 0 2 co s 2 θ 0 ) to draw the path of the particle. a. Use the input variables to generate the curve so that the trajectory changes when the inputs change. b. Make sure that the trajectory starts and ends on the x axis. c. Click the gear ⛭ at the top of the expression list and then click on the colored circle on the left side of the trajectory equation in the expression list to make the trajectory line a dashed line. You may also change the thickness and color of the line if you wish. (See Desmos Resources above for video.) Click the Share Graph button on the top right corner of the calculator to generate a link for your simulation. Paste that link into the box below. https://www.desmos.com/calculator/wycre1gmvc
Part C: Projectile Motion on a Slope Water is launched at an angle of 90° from the ramp at 20 m/s. Determine the range R. In this problem, the triangle (seen at the right) tells us the rise and run of the ramp. Answer the following questions in the box below. a) What angle does this ramp make with the horizontal, that is, the + x axis? b) If the initial velocity of the water is perpendicular to the ramp, what is the slope of a line that is parallel to the initial velocity vector? c) What is the angle that the initial velocity vector makes with the vertical, that is, the + y axis? A) tan^-1(¾)=36.9 degrees B) -4/3=M C) 36.9 degrees Assuming that the + x points to the right and the + y direction points upward… a) What are the x and y components of the initial velocity? b) What are the x and y components of the acceleration of the droplet? a)(-voxsin(36.9),voycos(36.9)) b)(0, -9.8)
Now we will use what you have learned in the previous section to simulate the path of the water in this problem. The water droplet will move like a projectile. Before we work on the simulation, let’s prepare some equations. Write an equation that represents the line of the ramp. Note that the ramp starts at the origin. Use the equation editor in Google Docs to write your equation. y=3/4x Using kinematics equations, write an equation that relates the x coordinate of the position of the water droplet to time. Write an equation that relates the y coordinate of the position of the water droplet to time. x=(-v_osin36.9)t, y=(v_ocos36.9)t+.5(-9.81)t^2 Using the equations you wrote above, calculate the time that it will take for the water droplet to hit the ramp. Show your work below by either using the equation editor or writing your work on a sheet of paper, taking a picture with your phone, and uploading it to this document.
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Hint: You should have three equations and three unknowns. Instructions Be sure to include notes in your Desmos expressions that explain what each section of your code does. Use v B as an input variable. Assume that it might be changed in the simulation. The gravitational constant, launch angle, and the angle of the ramp will be fixed variables. These values will not be changed. Use a point to represent a particle of water following the path of the water spray. The particle will be launched from the origin. Make sure this point has an appropriate label. Draw a line in Desmos to represent the ramp using the equation you wrote above. Because the water droplet travels in the x direction, you should include { x ≤ 0 } at the end of your ramp line equation.
Use a time slider to represent the passage of time. The slider should have a lower limit of zero and an upper limit that stops time when the water particle hits the ramp. HINT: This slider requires you to determine the time when the water particle hits the ramp, t f using the initial speed as an input variable. Use the calculation you did above to teach Desmos to make this calculation with v B as an input variable. If the initial velocity is changed, the simulation should update accordingly so that the water particle hits the ramp. Use expressions in Desmos to calculate the range of the water particle, R, as described in the problem above. If the instructor changes the initial velocity, the value of R should update accordingly. HINT: The x and y coordinate of the water droplet at time t f should help you calculate R. Use the equation for the trajectory of a projectile ( y = x tan θ 0 g x 2 2 v 0 2 co s 2 θ 0 ) to draw the path of the particle. Use the input variables to generate the curve so that the trajectory changes when the inputs change. Make sure that the trajectory line starts and ends on the line of the ramp. Click the gear ⛭ at the top of the expression list and then click on the colored circle on the left side of the trajectory equation in the expression list to make the trajectory line a dashed line. You may also change the thickness and color of the line if you wish. Click the Share Graph button on the top right corner of the calculator to generate a link for your simulation. Paste that link into the box below. https://www.desmos.com/calculator/tiafnheaxf Part D: Feedback Discuss the following questions as a team, then type your answers below. Question 1: What part(s) of this assignment did you struggle with the most? What support or information would have helped you with those struggles? I struggled with figuring out the vectors of the graphs acceleration and velocity then using my equations to find the time Question 2: Were any parts of the instructions for the assignment unclear? What changes would you make to the wording of the assignment to clarify them? Its a difficult assignment but it was pretty clear
Question 3: What other suggestions do you have for improving this assignment? What other activities could be added to enhance student learning? I think figuring out the equations on paper makes it easier for me to figure out the equations.
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