IB PHYSICS • SPACE, TIME AND MOTION

Apply Kinematics — Apply A.1 Kinematics in problem-solving and explanations

Master the equations of motion to predict and explain how objects move through space and time.

Historical Context & Motivation

For thousands of years, humans have tried to describe and predict how things move. Ancient Greek philosophers like Aristotle believed that heavier objects fall faster than lighter ones, and that a force was needed to keep anything moving. These ideas went largely unchallenged for nearly two millennia.

It was not until the Renaissance that careful experiments began to replace pure philosophy. Kinematics — the branch of mechanics that describes motion without worrying about its causes — was born from this revolution. The word itself comes from the Greek kinēma, meaning "movement." Today, kinematics provides the foundational language for everything from engineering to space exploration.

~340 BCE
Aristotle's Physics
Aristotle proposes that heavier objects fall proportionally faster and that continuous force is needed for motion. These ideas dominate Western thinking for centuries.
1604
Galileo's Inclined Plane Experiments
Galileo Galilei rolls balls down inclined planes and discovers that distance traveled is proportional to the square of time — the first quantitative kinematic law.
1687
Newton's Principia
Isaac Newton publishes his laws of motion and universal gravitation, placing kinematics within a broader framework of dynamics and providing the mathematical tools still used today.
1905
Einstein's Special Relativity
Albert Einstein shows that kinematic quantities like time and length depend on the observer's relative velocity, extending kinematics beyond the Newtonian regime for speeds near the speed of light.

The central question kinematics answers is deceptively simple: If I know where something is and how fast it is moving right now, where will it be in the future? Answering that question precisely requires a clear set of definitions, sign conventions, and equations — all of which you will master in this lesson.

Core Principles & Definitions

Before solving any kinematics problem, you need to be fluent in the key quantities and how they relate. In IB Physics, kinematics in Topic A.1 deals with motion in one and two dimensions under uniform acceleration (constant acceleration). The following grid outlines the core concepts you must internalize.

1

Displacement (s)

The change in position of an object, measured from start to finish. Unlike distance, displacement is a vector — it has both magnitude and direction. Units: metres (m).
2

Velocity (v)

The rate of change of displacement with respect to time. Average velocity = Δs / Δt, while instantaneous velocity is the velocity at a single moment. Units: m s⁻¹.
3

Acceleration (a)

The rate of change of velocity. When acceleration is constant, the SUVAT equations apply directly. A negative acceleration can mean slowing down or speeding up, depending on the direction of motion. Units: m s⁻².
4

Time (t)

The elapsed duration of motion, always a scalar quantity (no direction). In most IB problems, you measure time from the instant motion begins. Units: seconds (s).
5

Sign Convention

Choose a positive direction at the start and stick with it. Quantities pointing that way are positive; quantities pointing the opposite way are negative. This is essential for getting correct answers.
KEY TAKEAWAY
Think of kinematics like a GPS navigation system. Your GPS doesn't care why you're driving (the engine, the fuel, the forces) — it only tracks where you are, how fast you're going, and how your speed is changing. Kinematics does the same thing: it describes the motion without asking about forces.

Visualising Motion: Position–Time & Velocity–Time Graphs

Graphs are one of the most powerful tools in kinematics. In the IB Physics course, you are expected to extract quantitative information from position–time (s–t) and velocity–time (v–t) graphs. The diagram below shows both graph types side by side for an object that accelerates uniformly from rest.

Left: A position–time graph for uniform acceleration produces a parabolic curve; the slope at any point equals the instantaneous velocity. Right: A velocity–time graph for the same motion is a straight line; the slope gives acceleration and the shaded area under the line gives displacement.

There are two critical relationships to remember here. On a position–time graph, the gradient (slope) of the curve at any instant gives the instantaneous velocity. On a velocity–time graph, the gradient gives the acceleration, and the area between the line and the time axis equals the displacement. Mastering graph interpretation is essential for IB Paper 1 and Paper 2 questions.

The SUVAT Equations

When acceleration is constant (uniform), four kinematic equations — often called the SUVAT equations — connect displacement (s), initial velocity (u), final velocity (v), acceleration (a), and time (t). Each equation omits one of the five variables, so you choose the equation that matches the variables you know and the variable you need to find.

EQUATION 1 — NO s
v = u + at
v = final velocity, u = initial velocity, a = acceleration, t = time. This equation directly links velocity change to acceleration and time.
EQUATION 2 — NO v
s = ut + ½at²
s = displacement. Use this when you know initial velocity, acceleration, and time but not final velocity. The ½at² term accounts for the changing speed.
EQUATION 3 — NO t
v² = u² + 2as
Eliminates time entirely. Especially useful for problems involving heights or braking distances where you know speeds and displacement but not time.
EQUATION 4 — NO a
s = ½(u + v)t
Displacement equals the average of initial and final velocity multiplied by time. Useful when acceleration is not directly given but both velocities and time are known.
💡 IB Exam Tip
The IB data booklet provides these equations, so you do not need to memorise them. However, you must be able to select the correct equation quickly. Practice identifying which variable is missing from the problem — that tells you which equation to use.

For problems involving free fall, replace a with g (acceleration due to gravity, approximately 9.81 m s⁻² downward near Earth's surface). Remember to set your sign convention — if you choose upward as positive, then g = −9.81 m s⁻².

Projectile Motion: Combining Two Dimensions

One of the most important applications of kinematics is projectile motion — the motion of an object launched into the air and subject only to gravity (ignoring air resistance). The key insight is that horizontal and vertical motions are independent of each other. Horizontally, there is no acceleration, so the object moves at constant velocity. Vertically, the object accelerates downward at g = 9.81 m s⁻². By treating these two directions separately and linking them through time, you can solve any projectile problem.

A projectile follows a parabolic trajectory. The horizontal component of velocity (blue) remains constant throughout the flight. The vertical component (red) decreases on the way up, reaches zero at the peak, and increases on the way down. The resultant velocity (amber) is the vector sum of both components.
Projectile motion equations split by direction
DirectionAccelerationKey Equations
Horizontal (x)0 (no horizontal acceleration)x = vx × t, where vx = v₀ cos θ
Vertical (y)−g = −9.81 m s⁻² (downward)vy = v₀ sin θ − gt; y = v₀ sin θ × t − ½gt²

To resolve the initial velocity into components, use trigonometry: v₀ₓ = v₀ cos θ and v₀ᵧ = v₀ sin θ, where θ is the angle of launch measured from the horizontal. Time links both components: the projectile lands when vertical displacement returns to zero (for level ground), and horizontal range follows from that same time.

Worked Example: Ball Thrown from a Cliff

A student throws a ball horizontally at 12 m s⁻¹ from the top of a 45 m high cliff. Determine (a) the time to reach the ground, (b) the horizontal distance from the base of the cliff where the ball lands, and (c) the speed of the ball just before impact. Take g = 9.81 m s⁻².

Horizontal Launch from a Cliff
1
Step 1 — Identify Given Values & Set Sign ConventionChoose downward as positive for the vertical direction. Initial horizontal velocity: vx = 12 m s⁻¹. Initial vertical velocity: vy₀ = 0 (thrown horizontally). Vertical displacement: s = 45 m (downward, so positive). Acceleration: a = g = 9.81 m s⁻².
2
Step 2 — Find Time of Flight (Part a)Use s = ut + ½at². Since vy₀ = 0, this simplifies to s = ½gt². Rearranging: t = √(2s / g) = √(2 × 45 / 9.81) = √(9.174) ≈ 3.03 s.
t ≈ 3.03 s
3
Step 3 — Find Horizontal Distance (Part b)Horizontally, there is no acceleration. Use x = vx × t = 12 × 3.03 ≈ 36.4 m.
x ≈ 36.4 m
4
Step 4 — Find Final Vertical VelocityUse v = u + at for the vertical component: vy = 0 + 9.81 × 3.03 ≈ 29.7 m s⁻¹ (downward).
v_y ≈ 29.7 m s⁻¹
5
Step 5 — Find Speed at Impact (Part c)The speed is the magnitude of the resultant velocity: v = √(vx² + vy²) = √(12² + 29.7²) = √(144 + 882.1) = √(1026.1) ≈ 32.0 m s⁻¹.
v ≈ 32.0 m s⁻¹
Check Your Answer
Notice the final speed (32.0 m s⁻¹) is greater than either component alone but less than their arithmetic sum (12 + 29.7 = 41.7). This makes sense because the Pythagorean theorem always gives a hypotenuse shorter than the sum of the two sides. If your answer is larger than the sum of the components, you've made an error.

Strengths & Limitations of the SUVAT Model

The SUVAT equations are incredibly powerful, but like any model in physics they come with assumptions. Understanding when these equations work — and when they break down — is just as important as knowing how to use them.

When SUVAT works and when it doesn't
StrengthsLimitations
Give exact solutions quickly when acceleration is constant.Cannot be used when acceleration changes over time (e.g., drag force increasing with speed).
Apply to both horizontal and vertical motion independently in projectile problems.Projectile equations ignore air resistance, which is significant for light or fast-moving objects.
Only require algebra — no calculus needed at the IB level.For variable acceleration, calculus-based methods (integration of a(t)) are required instead.
Widely applicable: free fall, vehicles braking, balls thrown, rockets during burns at constant thrust.Do not account for relativistic effects at speeds approaching the speed of light.
KEY TAKEAWAY
Think of the SUVAT equations as a recipe that only works with certain ingredients. If you have constant acceleration, the recipe is perfect. But if acceleration keeps changing — like a car that accelerates harder and harder — you need a different recipe (calculus). Always verify the 'constant acceleration' assumption before applying SUVAT.

Connection to Advanced Dynamics

Kinematics describes how things move; the next step is understanding why they move. This is the domain of dynamics (IB Topic A.2), which introduces Newton's laws and forces. Kinematics gives you the vocabulary; dynamics explains the underlying causes. Here is how the two relate.

Kinematics vs. Dynamics in the IB Physics syllabus
FeatureKinematics (A.1)Dynamics (A.2+)
Central questionWhere will the object be and how fast will it move?What forces cause the observed acceleration?
Key quantitiess, u, v, a, tForce (F), mass (m), momentum (p)
Core equationv = u + atF = ma (Newton's second law)
AccelerationGiven or measuredCalculated from net force and mass
Advanced extensionsRelative motion, reference framesCircular motion, energy, momentum conservation

In the IB course, you will also encounter situations where acceleration is not constant — for example, an object falling with air resistance where drag increases with speed. In such cases, you cannot use the SUVAT equations directly. Instead, you will use graphical methods (finding areas and slopes on v–t or a–t graphs) or, in the Higher Level course, numerical and calculus-based approaches. Mastering the constant-acceleration case now gives you the foundation for tackling these more complex scenarios later.

Practice Problems

PROBLEM 1CONCEPTUAL
A car travels north at 20 m s⁻¹ and then reverses direction and travels south at 20 m s⁻¹. Has the car's velocity changed? Has its speed changed? Explain the difference.
PROBLEM 2BASIC CALCULATION
A cyclist accelerates uniformly from rest to 8.0 m s⁻¹ in 5.0 s. Calculate (a) the acceleration and (b) the distance covered during this time.
PROBLEM 3INTERMEDIATE
A stone is thrown vertically upward with an initial velocity of 15 m s⁻¹ from ground level. Taking g = 9.81 m s⁻² and upward as positive, find (a) the maximum height reached and (b) the total time the stone is in the air before returning to ground level.
PROBLEM 4APPLIED
A football is kicked at 18 m s⁻¹ at an angle of 35° above the horizontal on level ground. Ignoring air resistance and taking g = 9.81 m s⁻², calculate the horizontal range of the football.
PROBLEM 5CRITICAL THINKING
Two balls are released simultaneously from the same height: Ball A is dropped from rest, and Ball B is thrown horizontally at 10 m s⁻¹. Ignoring air resistance, which ball hits the ground first? Justify your answer using kinematic principles, and explain what changes if air resistance is significant.

Lesson Summary

Kinematics is the study of motion without reference to forces. The five key variables — displacement (s), initial velocity (u), final velocity (v), acceleration (a), and time (t) — are connected by four SUVAT equations that apply whenever acceleration is constant. Choose the equation that matches the variables you have by identifying which variable is missing from the problem.

For projectile motion, split the problem into independent horizontal and vertical components, linked by time. Horizontal motion has zero acceleration; vertical motion has acceleration g = 9.81 m s⁻². Use position–time and velocity–time graphs to extract velocity (from slopes) and displacement (from areas). Always establish a clear sign convention before substituting values. These tools form the foundation for all subsequent mechanics in the IB Physics course.

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