Mechanics Principles V11
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About this ebook
An enhanced eBook published in full colour. Now including extensive interactive content enabling exploration by inserting any values that would occur in a real situation whereby the graphics are redrawn to reflect those changes.
Calculations can be also tested against any standard subject textbook to compare the results.
Interactive Technology when used in the classroom can motivate passive students by encouraging their active participation where STEM subjects are ideally suited to Mobile Interactive Technology.
Students are more likely to be comfortable with technology they understand i.e. their phone and can interact with, often preferring 'Learning-by-Doing' over traditional pencil and paper methods.
Full colour graphics that are redrawn for every input change will make the learning experience more enjoyable and effective as it encourages experimentation of real world situations as almost any practical values are accepted.
Students who struggle to be fully engaged in normal classroom activity can often achieve the unexpected once sat in front of a digital screen where they can learn without the embarrassment of full class exposure.
Mobile Interactive Technology can bring any STEM textbook to life by inserting printed values from the book into their mobile device and comparing the results.
Colourful visual presentation assists the learning process as students will more likely remember, thereby increasing their personal confidence as they believe they are learning more as a result. Knowing the content is on their phone encourages them to dip-in in a spare moment more than open a traditional textbook.
Conclusion: Students will spend more time engaged with the Mobile Interactive Technology than with a traditional textbook.
For each topic group students can test their understanding by considering an open question whereby their ease of answering will provide an indication of personal progress.
Clive W. Humphris
Clive W. Humphris M0DXJ: Ex Technology Teacher. Software Developer, Author and Director of eptsoft limited. Married with two children and four grandchildren.Apprentice Instrument Maker at Marconi’s with Senor Technical Management roles in Radio Rentals and Alcatel Business Systems before starting eptsoft providing educational software to schools colleges and universities worldwide since 1992.Interests outside of developing digital products for eptsoft, include Running, Walking and Reading.
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Mechanics Principles V11 - Clive W. Humphris
Mechanics Principles V11
by Clive W. Humphris
Portable Learning, Reference and Revision Tools.
Copyright by eptsoft limited 2018
All rights reserved.
Acknowledgement
Our thanks and appreciation goes to John D. Ransley MIEE from Whitbourne in Worcestershire for all his help and expert guidance in developing this eBook and additional app content.
Introduction
An enhanced eBook published in full colour. Now including extensive interactive content enabling exploration by inserting any values that would occur in a real situation whereby the graphics are redrawn to reflect those changes.
Calculations can be also tested against any standard subject textbook to compare the results.
Interactive Technology when used in the classroom can motivate passive students by encouraging their active participation where STEM subjects are ideally suited to Mobile Interactive Technology.
Students are more likely to be comfortable with technology they understand i.e. their phone and can interact with, often preferring 'Learning-by-Doing' over traditional pencil and paper methods.
Full colour graphics that are redrawn for every input change will make the learning experience more enjoyable and effective as it encourages experimentation of real world situations as almost any practical values are accepted.
Students who struggle to be fully engaged in normal classroom activity can often achieve the unexpected once sat in front of a digital screen where they can learn without the embarrassment of full class exposure.
Mobile Interactive Technology can bring any STEM textbook to life by inserting printed values from the book into their mobile device and comparing the results.
Colourful visual presentation assists the learning process as students will more likely remember, thereby increasing their personal confidence as they believe they are learning more as a result. Knowing the content is on their phone encourages them to dip-in in a spare moment more than open a traditional textbook.
Conclusion: Students will spend more time engaged with the Mobile Interactive Technology than with a traditional textbook.
For each topic group students can TEST THEIR UNDERSTANDING by considering an open question whereby their ease of answering will provide an indication of personal progress.
MOTION: Speed, Velocity and Acceleration.
Interactive Content!
If an object moves from one position to another it will have travelled at a certain velocity. This can be calculated by dividing the distance moved by the time taken. The only difference between speed and velocity is the latter defines the direction of movement.
If the object continues to travel at the same speed over twice the distance it is reasonable to expect it to take twice as long. Therefore there is a linear relationship between the variables.
However, if a vehicle travels from one town to another it doesn't always move at the same speed, some of the time it will be stationary or crawling in traffic and so average values must be used. Calculations might not always be at a convenient time or speed. In this case it is the change between two defined conditions that is of interest, i.e. how far did it travel between 2.00pm and 2.45pm clearly the period is 45 minutes. If at the time of measurement the vehicle was already speeding down a motorway then this is taken as an average mph.
Acceleration and deceleration are the rates of increase and decrease in velocity over time (unit of measurement is m/s²).
MOTION: Displacement / Time Graph.
A displacement/ time graph is a visual representation of the velocity of a body over time. The example shows the path of an object moving at a non-uniform velocity from rest at A, increasing through point B, and then gradually slowing towards a maximum at C, where the velocity is found to be decreasing at point D.
The gradient at any point on a displacement/time graph is a definition of the velocity of the object at that point. When the gradient is constant (for a small period at B), then so is the velocity.
It will be found that at point C, on the curve the gradient is zero as the line is horizontal. This means for that instant in time the object is actually stationary.
Adjusting the line at point D, will return a negative gradient. This a backward movement of the object towards the place from where the displacement is first measured. Note that as with using a ruler to see the gradient you must follow the line in direction of the curve. The values shown for the gradient are unimportant, but their relationship is.
MOTION: Velocity / Time Graph.
The gradient at any point on the velocity time graph is the magnitude of the acceleration or deceleration of the body or object.
Positive gradient is speeding up, zero gradient means no change in acceleration (constant speed). Negative gradient is slowing down. The steeper the line the greater the acceleration. If the line were a curve then apply the same technique as shown for the displacement graph at any point on the line.
Velocity/time graphs are more useful than the previous displacement/time graph for charting motion.
Distance travelled can