SHS2 Physics · Semester 1, Week 8
Kinematics
Lesson notes
Learning Objectives
Indicator: 2.1.3.LI.3 - Determine the range of a projectile.
By the end of the lesson, learners can:
- Define the range of a projectile as the total horizontal distance travelled from the point of launch to the point where it lands at the same vertical level.
- Derive the formula for the range of a projectile, R = (u² sin 2θ) / g, starting from the horizontal and vertical components of motion.
- Calculate the range of a projectile given its initial velocity and angle of projection.
- Determine the launch angle that gives the maximum range and explain why 45° produces the greatest horizontal distance.
- Apply the concept of range to analyse real sports events, including field events such as javelin, shot put, and long jump.
Building on the previous week’s work on time to reach maximum height and maximum height, this lesson extends the same projectile equations to the full horizontal flight distance. Circular motion (Week 9) is not introduced here.
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Sign in with phone numberCurriculum details
- Strand
- Mechanics and Matter (Strand 1)
- Sub-strand
- Kinematics (1.3)
- Content standard
- 2.1.3.CS.1 - Demonstrate knowledge and understanding of projectile as two- dimensional motion. 2.1.3.LO.1 Use projectiles to explain the performance of athletes in some field events,
- Indicator
- 2.1.3.LI.3 - Determine the range of a projectile.
- Suggested placement
-
Semester 1, Week 8
(Week 8 of the year)
Our suggestion, laid out in curriculum order across three terms of twelve weeks. NaCCA does not fix the week, so follow your school's scheme of learning.
- Curriculum reference
- NaCCA curriculum document, p. 99
Exemplars (from the NaCCA curriculum)
Project - based learning: Let learners determine the range as the horizontal distance travelled by the projectile. Recognise diverse talents and perspectives. Assessment (2.1.3.AS.3). The document marks these depth-of-knowledge levels for this indicator: Level 3 Strategic reasoning. Teaching and Learning Resources: - Audio-visuals - Internet - projectors - YouTube - Interactive virtual laboratory