Unit 2 · Constant Velocity · Lab guide

Kinematics Lab: Match the Graph

You will program Ruggle's starting position and velocity so its motion draws the target graph. Keep the game open in one tab and this guide in another.

Open the Kinematics Lab ↗Your work saves in this browser as you type.

Before you start

  1. In the game, click Match the Graph (not Free play).
  2. Use the drop-down under it to pick the graph type, and the arrows next to Level to change levels.
  3. Uncheck Auto-advance so the game waits for you to record your settings before it moves on.
  4. Set Ruggle's starting position on the track. The number under Ruggle shows where it is, in meters.
  5. Use the green velocity Trigger slider (m/s) and its Add to graph button to program Ruggle's velocity.
  6. Leave the orange acceleration trigger at 0 m/s². Everything in this lab is constant velocity.
  7. Press Start. You match the level when Ruggle's line stays inside the shaded band.

New to the controls? Spend two minutes in Free play first. Then, for every level: write your plan in the table before pressing Start. If it misses, fix the plan and try again.

Part A

Position vs Time, Tier 1 (levels 1–15)

Read the target graph: where does the line start (that's the starting position), and how steep is each part (that's the velocity)? For velocity, write each value with its sign and the times, like 0–2 s: +3; 2–4 s: 0.

Skip Position vs Time, Tier 2 (levels 16–30)

Those graphs are curved. A curved position graph means the velocity is changing, and that's acceleration, which is Unit 3. When you finish level 15, switch the drop-down to Velocity vs Time instead.

Part B

Velocity vs Time, levels 1–3

Switch the drop-down to Velocity vs Time and start at level 1. Now the height of the line is the velocity. The graph does not tell you where Ruggle starts, so for starting position write whatever you chose.

Stop after velocity level 3

Velocity levels 4–15 have sloped lines. A sloped velocity line means Ruggle is speeding up or slowing down, and that's acceleration, which is Unit 3. Answer the check-ins below instead.

B5. Area check: predict where Ruggle ends up

Use velocity level 2 or 3. Before you press Start, use the area under the velocity graph to predict Ruggle's final position. Then run it and read the final position off the track.

Part C

Wrap-up check

Pick an answer for each, then press Check my answers.

Turn it in

Make sure your name and period are filled in at the top, then press Submit to Mr. C. Mr. C gets a PDF of everything on this page.

If Submit doesn't work, press Copy my lab and paste it into the Canvas assignment instead.