Motion Graphs & Equations of Motion
Watch a ball bounce and you're watching a live demonstration of everything in this lesson — a changing height, a changing speed, and a constant downward acceleration all playing out in front of you. Once you can read that motion off a graph, and calculate it with a handful of equations, you have the working vocabulary for the rest of mechanics.
Displacement, velocity and acceleration
Distance is the total length of the path travelled — a scalar, always positive. Displacement is the straight-line distance from the starting point to the current position, plus a direction — a vector, which can be zero even after travelling a large distance, if you return to your start.
Speed is how fast distance is being covered — a scalar. Velocity is the rate of change of displacement — a vector, defined as:
where $\Delta s$ is the change in displacement and $\Delta t$ is the time taken. Acceleration is the rate of change of velocity:
As written, both give average values over $\Delta t$. The instantaneous value at a specific moment is what you get as $\Delta t$ shrinks toward zero — graphically, the difference between the slope of a chord and the slope of a tangent, which is exactly where motion graphs come in.
Reading displacement-time graphs
On a displacement-time graph, the gradient at any point is the velocity at that instant, directly from $v = \Delta s/\Delta t$.
A straight-line section means constant velocity. A curved section means the object is accelerating: steepening means speeding up, flattening means slowing down, and a horizontal section (zero gradient) means stationary. A bouncing ball's displacement-time graph curves steeply as it falls and speeds up, flattens briefly at the peak of each bounce, then curves again as it falls once more.
Reading velocity-time graphs
A velocity-time graph carries two pieces of information. The gradient gives the acceleration, from $a = \Delta v/\Delta t$: steeper means a bigger acceleration, horizontal means constant velocity, and a straight sloped line means constant, uniform acceleration.
Second, the area under a velocity-time graph, between two times, equals the displacement over that interval. This follows because area under a constant-velocity line is (velocity) × (time) — exactly displacement for constant velocity — and extends to curved sections by treating the area as many thin rectangles. A bouncing ball's velocity-time graph is a sawtooth: steadily increasing speed during each fall, then jumping to a smaller upward speed at each bounce.
Reading acceleration-time graphs
The same logic applies one level up: the area under an acceleration-time graph gives the change in velocity over that interval. For a bouncing ball, ignoring the instant of contact with the floor, the acceleration-time graph is a flat horizontal line at $-g$ throughout each flight, since gravity acts the same whether the ball is moving up or down.
Deriving the equations of motion
For uniform (constant) acceleration — including anything falling freely under gravity — the relationships between displacement, velocity, acceleration and time compress into four standard equations, the SUVAT equations after their letters: $s$ (displacement), $u$ (initial velocity), $v$ (final velocity), $a$ (acceleration), $t$ (time). They all follow directly from one another:
All four equations require the acceleration to be constant over the interval — real motion like a bouncing ball is only uniformly accelerated between bounces, not across the whole trajectory. One value of $a$ recurs constantly: $g$, the acceleration due to gravity near the Earth's surface, roughly $9.81\,\text{m}\,\text{s}^{-2}$ downward for any object in free fall. Unlike the gravitational constant $G$, $g$ isn't truly universal — it varies from about $9.78\,\text{m}\,\text{s}^{-2}$ at the equator to $9.83\,\text{m}\,\text{s}^{-2}$ at the poles, and drops slightly with altitude; $9.81\,\text{m}\,\text{s}^{-2}$ is the standard UK-latitude value.
Pick one direction as positive before starting a SUVAT problem — often "upward" or "the direction of initial motion" — and apply it consistently, including to acceleration, which is often negative. A fifth variant, $s = vt - \frac{1}{2}at^2$, eliminates $u$ instead of $v$ and is handy when $v$ is given rather than $u$.
Required Practical: Determination of g by a Free-Fall Method
This is AQA's Required Practical 3: determining $g$ by timing free fall.
Equipment
| Equipment | Purpose |
|---|---|
| Electromagnet | Holds the ball bearing in place, then releases it cleanly on demand |
| Steel ball bearing | Dense, small, falls with negligible air resistance over the distances used |
| Trapdoor switch | Stops the timer automatically the instant the ball lands on it |
| Electronic (millisecond) timer | Times the fall precisely, without relying on human reaction time |
| Retort stand and clamp | Holds the electromagnet at a fixed, adjustable height |
| Metre ruler / tape measure | Measures the fall height $h$, fixed vertically alongside the drop |
| Switch box | Simultaneously cuts the electromagnet's current and starts the timer |
Method
Sources of error and how to minimise them
Leftover magnetism can hold the ball back for a fraction of a second after the current is cut, biasing every timing low. Check for a clean, immediate release, and briefly reverse the current between drops to demagnetise the core.
Measuring to a different point on the ball each time introduces a constant offset error. Always measure to the same point — typically the bottom, matching where it triggers the trapdoor.
Normally negligible: a dense, small steel ball falling a short lab distance never gets close to terminal velocity, so drag stays much smaller than weight throughout.
A hand-operated stopwatch would introduce a reaction-time error of the same order as the fall time itself. The electromagnet-and-trapdoor circuit removes this by starting and stopping the timer automatically.
Key takeaways
- Distance and speed are scalars; displacement and velocity are the corresponding vectors, needing a direction as well as a size.
- Velocity is defined as $v = \Delta s/\Delta t$ and acceleration as $a = \Delta v/\Delta t$ — both give average values over the interval unless that interval is shrunk to an instant.
- On a displacement-time graph, gradient = velocity; straight sections mean constant velocity, curved sections mean changing velocity (acceleration).
- On a velocity-time graph, gradient = acceleration, and the area under the graph = displacement.
- On an acceleration-time graph, the area under the graph = change in velocity.
- The four SUVAT equations — $v=u+at$, $s=\frac{1}{2}(u+v)t$, $s=ut+\frac12at^2$, $v^2=u^2+2as$ — all follow from the definition of acceleration and the trapezium area under a velocity-time graph, and only apply when acceleration is constant.
- $g$, the acceleration due to gravity, is simply a specific, very common value of $a$ that will reappear throughout the rest of the course — but unlike the gravitational constant $G$, $g$ isn't truly universal, varying slightly (roughly $9.78$–$9.83\,\text{m}\,\text{s}^{-2}$) with latitude and altitude.
- Required Practical 3 finds $g$ by timing a ball's free fall electromagnetically over several heights and plotting $h$ against $t^2$ — a straight line through the origin with gradient $g/2$.