This is a software simulation of a lab where the motion of a toy tractor or other object is measured with the use of a ticker or spark timer. The students run the simulation and the resulting dots can be printed out. There are two "runs", Run #1 where the velocity is a constant and Run #2 where the acceleration is a constant. The velocities and accelerations are chosen randomly within a range so each lab group should have different values.
A coded number is included on bottom right of the printouts that you can use to calculate the constant velocity or acceleration.
A lab handout is included which has students graph distance versus time and velocity versus time for each run or motion. They then must straighten out any curve and find the equation for every straight line.
The directions, a description of the real world equipment, and how the data will be analyzed is included in the software simulation. You can have students use this or project it on a screen for use in front of the class.
Two Excel spreadsheets are included with sample data and graphs for a constant velocity and constant acceleration printout.
At the end of the lab handout, there are a series of questions that summarize the shapes of the curves for each run and lead students to find the actual acceleration.
The files are all included in a zip file listed as follows:
Software Simulation: TickerTimerLab.exe
Lab Handout: TickerTimerLab.doc / TickerTimerLab_Key.doc
Excel Constant Velocity: TickerTimer_v=k.xlsx
Excel Constant Acceleration: TickerTimer_a=k.xlsx
The files are downloaded in a Zip file. Unzip and double click on the executable file (.exe) to run the software.
Requirements: PC with Windows XP or later
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Purchaser may duplicate materials for use with all students in their classes only. Purchaser may modify materials but must retain the original copyright notices. None of these materials, even if modified, can be used for commercial purposes or placed on public networks or on the Internet.
Copyright 2001 - 2016 Multimedia Science. All rights reserved.
Purchaser may install software on one computer at school, one computer at home, and 10 or less in their classroom for use by purchaser and their students only. By buying a second license, purchaser may install software on one computer at home, one computer at school, and all computers in their classroom for use by purchaser and their students only. For computer lab installation or school site licenses, please contact Multimedia Science at email@example.com
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Using Games In Education
ticker timer, spark timer, motion, velocity, acceleration, lab, experiment, handouts, physics, mechanics, software, simulation