• A.1. Vectors

    1. A.1.M. Play Multiplayer 0 wins, 0 losses

    2. A.1.Q. Unit Challenge

    3. A.1.1. Classification of Vectors and Scalars

      1. A.1.1.O. Overview
      2. A.1.1.1. Identifying examples of scalars
      3. A.1.1.2. Identifying examples of vectors
    4. A.1.2. Geometric Vector Operations

      1. A.1.2.O. Overview
      2. A.1.2.1. Adding vectors graphically
      3. A.1.2.2. Adding multiple vectors graphically
      4. A.1.2.3. Subtracting vectors graphically
      5. A.1.2.4. Scalar multiplication of vectors graphically
    5. A.1.3. Vector Operations Using Components

      1. A.1.3.O. Overview
      2. A.1.3.1. Adding vectors using vector components
      3. A.1.3.2. Subtracting vectors using vector components
      4. A.1.3.3. Scalar multiplication of vectors using vector components
      5. A.1.3.4. Determining the magnitude of a vector using the Pythagorean theorem
      6. A.1.3.5. Determining the magnitude of a vector using trigonometry
      7. A.1.3.6. Determining the horizontal vector component using trigonometry
      8. A.1.3.7. Determining the vertical vector component using trigonometry
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  • A.2. One-Dimensional Kinematics

    1. A.2.M. Play Multiplayer 0 wins, 0 losses

    2. A.2.Q. Unit Challenge

    3. A.2.1. Distance and Displacement

      1. A.2.1.O. Overview
      2. A.2.1.1. Calculating the distance that an object travels graphically
      3. A.2.1.2. Calculating the distance that an object travels mathematically
      4. A.2.1.3. Calculating the displacement of an object graphically
      5. A.2.1.4. Calculating the displacement of an object mathematically
    4. A.2.2. Speed and Velocity

      1. A.2.2.O. Overview
      2. A.2.2.1. Calculating average speed using v ̅ = (total distance) /time
      3. A.2.2.2. Calculating average velocity using v ̅ = d/t
    5. A.2.3. Acceleration

      1. A.2.3.O. Overview
      2. A.2.3.1. Calculating average acceleration using a ̅ = ∆v/∆t = (vf - vi) /t
    6. A.2.4. Uniformly Accelerated Motion and Kinematic Equations

      1. A.2.4.O. Overview
      2. A.2.4.1. Solving problems using v ̅ = ((vi + vf)) /2
      3. A.2.4.2. Solving problems using d = vi t + 1/2 at2
      4. A.2.4.3. Solving problems using vf = vi + at
      5. A.2.4.4. Solving problems using vf2 = vi2 + 2ad
    7. A.2.5. Free Fall

      1. A.2.5.O. Overview
      2. A.2.5.1. Solving free fall problems where an object is dropped using vf = vi + at
      3. A.2.5.2. Solving free fall problems where an object is thrown downwards using vf = vi + at
      4. A.2.5.3. Solving free fall problems where an object is thrown upwards using vf = vi + at
    8. A.2.6. Graphical Analysis of Motion

      1. A.2.6.O. Overview
      2. A.2.6.1. Interpreting displacement versus time graphs
      3. A.2.6.2. Determining velocity from the slope of a displacement versus time graph
      4. A.2.6.3. Interpreting velocity versus time graphs
      5. A.2.6.4. Determining acceleration from the slope of a velocity versus time graph
      6. A.2.6.7. Interpreting acceleration versus time graphs
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  • A.3. Two-Dimensional Kinematics

    1. A.3.M. Play Multiplayer 0 wins, 0 losses

    2. A.3.Q. Unit Challenge

    3. A.3.1. Horizontal Projectile Motion

      1. A.3.1.O. Overview
      2. A.3.1.1. Determining the total flight time of an object
      3. A.3.1.3. Determine the distance that an object falls after a given amount of time
      4. A.3.1.4. Determining the maximum horizontal distance that an object travels
      5. A.3.1.5. Determine the velocity vector of an object after a given amount of time
    4. A.3.2. Parabolic Projectile Motion

      1. A.3.2.O. Overview
      2. A.3.2.3. Determining the initial velocity vector of an object
      3. A.3.2.4. Determining the total flight time of an object
      4. A.3.2.6. Determining the maximum horizontal distance that an object travels
      5. A.3.2.7. Determining the maximum height that an object reaches
      6. A.3.2.8. Determining an object’s height after a given amount of time
      7. A.3.2.9. Determining the launch angle for an object
      8. A.3.2.10. Determining the velocity vector of an object after a given amount of time
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  • A.4. Forces and Newton’s Laws of Motion

    1. A.4.M. Play Multiplayer 0 wins, 0 losses

    2. A.4.Q. Unit Challenge

    3. A.4.1. Newton’s First Law of Motion

      1. A.4.1.O. Overview
      2. A.4.1.1. Applying Newton’s First Law of Motion
    4. A.4.2. Types of Forces and Free-body Diagrams

      1. A.4.2.O. Overview
      2. A.4.2.1. Identifying and naming forces
      3. A.4.2.2. Drawing and interpreting basic free-body diagrams
    5. A.4.3. Newton’s Second Law of Motion

      1. A.4.3.O. Overview
      2. A.4.3.1. Solving problems using Fnet = ma
      3. A.4.3.2. Determining the net force acting on an object from a free-body diagram
      4. A.4.3.3. Calculating the acceleration of an object using free-body diagrams and Fnet = ma
    6. A.4.4. Newton’s Third Law of Motion

      1. A.4.4.O. Overview
      2. A.4.4.1. Identifying action-reaction force pairs
      3. A.4.4.2. Solving problems involving Newton’s Third Law of Motion
    7. A.4.5. Force of Gravity (Weight) and Normal Force

      1. A.4.5.O. Overview
      2. A.4.5.1. Distinguishing between mass and weight
      3. A.4.5.2. Determining the weight or mass of an object using Fg = mg
      4. A.4.5.3. Determining the normal force for an object in static equilibrium
    8. A.4.6. Frictional Force

      1. A.4.6.O. Overview
      2. A.4.6.1. Solving for static friction using the equation fs = μs FN
      3. A.4.6.2. Solving for kinetic friction using the equation fk = μk FN
      4. A.4.6.3. Determining the minimum force required to move an object in static equilibrium
      5. A.4.6.4. Determining the force of kinetic friction by Newton’s Second Law
    9. A.4.7. Inclined Planes

      1. A.4.7.O. Overview
      2. A.4.7.1. Drawing and interpreting free-body diagrams for incline planes
      3. A.4.7.2. Determining the force of gravity-component parallel to the incline
      4. A.4.7.3. Determining the force of gravity-component perpendicular to the incline
      5. A.4.7.4. Determining the normal force acting on an object on an incline
      6. A.4.7.6. Determining the force of kinetic friction acting on an object in equilibrium
      7. A.4.7.7. Determining the net force and acceleration of an object on an incline
    10. A.4.8. Blocks and Pulley Systems and Tension Force

      1. A.4.8.O. Overview
      2. A.4.8.1. Determining the acceleration for a standard pulley system
      3. A.4.8.2. Determining the acceleration for a pulley on a frictionless table system
      4. A.4.8.3. Determining the acceleration for a pulley on a table system with friction
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