Why This Matters
Kinematics is the foundation of everything you'll study in AP Physics 1—it's the language of motion. Before you can analyze forces, energy, or momentum, you need to describe how objects move: where they are, how fast they're going, and how their motion changes. The formulas in this guide aren't just equations to memorize; they represent fundamental relationships between position, velocity, acceleration, and time that you'll apply throughout the entire course.
You're being tested on your ability to choose the right equation for a given scenario and interpret what each variable means physically. The AP exam loves problems where you must recognize which quantity is missing (often time!) and select the appropriate formula. Don't just memorize these equations—understand when each one applies, what assumptions it requires (usually constant acceleration), and how the variables connect. That conceptual understanding is what separates a 3 from a 5.
Defining Motion: The Foundational Relationships
These equations define what velocity and acceleration mean. They work for any motion—constant, accelerating, or irregular—because they describe averages over intervals.
Average quantities tell you the overall behavior between two points, regardless of what happens in between.
Average Velocity (Definition)
- vavg=ΔtΔx—this is the definition of average velocity, not a derived formula
- Applies to any motion, whether acceleration is constant, changing, or zero
- Displacement matters, not distance—if you return to your starting point, average velocity is zero even if you traveled far
Average Acceleration (Definition)
- a=ΔtΔv—defines acceleration as the rate of change of velocity
- Sign indicates direction, not speeding up vs. slowing down (negative acceleration can mean speeding up in the negative direction)
- Units are m/s2, which you can read as "meters per second, per second"
Compare: vavg=ΔtΔx vs. a=ΔtΔv—both are rates of change, but velocity describes how position changes while acceleration describes how velocity changes. FRQs often test whether you understand this parallel structure.
The Big Three: Constant Acceleration Equations
These are the workhorses of kinematics problems. Each equation connects four of the five kinematic variables (x, v0, v, a, t), leaving one out. Your job is to identify which variable is missing and pick the equation that doesn't need it.
All three equations assume constant (uniform) acceleration—they don't work if acceleration is changing.
Velocity-Time Equation
- v=v0+at—directly shows how velocity changes over time due to constant acceleration
- Missing variable: displacement (Δx)—use this when you don't know or need position
- Graphically, this equation represents a straight line on a v-t graph with slope a and intercept v0
Position-Time Equation
- Δx=v0t+21at2—calculates displacement when you know initial velocity, acceleration, and time
- Missing variable: final velocity (v)—perfect for "how far does it travel in the first 3 seconds?" problems
- The 21at2 term accounts for the changing velocity; without it, you'd only get the distance at constant speed
Velocity-Displacement Equation
- v2=v02+2aΔx—connects velocities to displacement without involving time
- Missing variable: time (t)—the go-to equation when time isn't given or asked for
- Relates to energy concepts—this equation foreshadows the work-energy theorem you'll study later (21mv2 and Fd)
Compare: Δx=v0t+21at2 vs. v2=v02+2aΔx—both find displacement, but the first requires time while the second doesn't. If an FRQ gives you initial speed, final speed, and acceleration but no time, reach for v2=v02+2aΔx immediately.
Special Case: Constant Velocity Motion
When acceleration equals zero, the kinematic equations simplify dramatically. Constant velocity means the object covers equal displacements in equal time intervals.
Position with Constant Velocity
- x=x0+vt—position changes linearly with time when there's no acceleration
- This is just Δx=v0t+21at2 with a=0—not a separate equation to memorize
- Graphically, this produces a straight line on a position-time graph with slope equal to velocity
Compare: x=x0+vt (constant velocity) vs. Δx=v0t+21at2 (constant acceleration)—the key difference is the 21at2 term. If you see a parabolic x-t graph, acceleration is present; if it's linear, velocity is constant.
Average Velocity Shortcuts
These formulas provide efficient ways to calculate displacement when you know velocities but want to avoid the full kinematic equations. They're derived from the Big Three, so they only work under constant acceleration.
Arithmetic Mean Method
- vavg=2v+v0—average velocity equals the midpoint between initial and final velocities
- Only valid for constant acceleration—if acceleration varies, this shortcut fails
- Combine with Δx=vavg⋅t to find displacement quickly when you know both velocities and time
Displacement from Average Velocity
- Δx=vavg⋅t—displacement equals average velocity multiplied by time
- Equivalent to Δx=21(v+v0)t when you substitute the arithmetic mean formula
- Useful for mental math—sometimes faster than plugging into Δx=v0t+21at2
Compare: vavg=ΔtΔx (definition, always true) vs. vavg=2v+v0 (shortcut, only for constant acceleration). The exam may test whether you recognize when the shortcut applies.
Vertical Motion: Free Fall Applications
Free fall is just a special case of constant acceleration where a=g (gravitational acceleration). The same kinematic equations apply—you're just substituting g for a and using vertical variables.
Vertical Displacement Equation
- Δy=v0yt+21gt2—identical structure to Δx=v0t+21at2, with g≈9.8m/s2 or 10m/s2
- Sign convention matters—choose positive direction (usually up) and be consistent; if up is positive, g=−9.8m/s2
- Foundation for projectile motion—vertical and horizontal components are analyzed independently using these equations
Compare: Horizontal motion (often constant velocity, ax=0) vs. vertical motion (constant acceleration, ay=g). In projectile problems, you'll use x=v0xt horizontally and Δy=v0yt+21gt2 vertically—same kinematics, different conditions.
Quick Reference Table
|
| Defining average velocity | vavg=ΔtΔx |
| Defining acceleration | a=ΔtΔv |
| Finding v when Δx unknown | v=v0+at |
| Finding Δx when v unknown | Δx=v0t+21at2 |
| Finding v or Δx when t unknown | v2=v02+2aΔx |
| Constant velocity motion | x=x0+vt |
| Average velocity shortcut (constant a) | vavg=2v+v0 |
| Free fall / projectile vertical component | Δy=v0yt+21gt2 |
Self-Check Questions
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Which kinematic equation would you use to find how far a car travels if you know its initial velocity, final velocity, and acceleration—but not time?
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Compare vavg=ΔtΔx and vavg=2v+v0: Under what conditions does the second formula apply, and when might it give a wrong answer?
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An object is thrown upward and returns to its starting height. Using v2=v02+2aΔx, what is its final speed compared to its initial speed? Why?
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If you're given a position-time graph that's curved (parabolic), which kinematic equation best describes the motion, and what does the curvature tell you about acceleration?
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In a projectile motion FRQ, you need to find the time an object is in the air. Which equation would you apply to the vertical component, and why can't you use the horizontal component to find time directly?