Most high school physics classes will cover projectile motion, but few proceed to calculate the
force of air resistance and its effect on the path that the object takes in the air. This model
factors in the extra variable of drag and displays the displacement, momentum, and net force over
time. Initially, the force is constant, the momentum decreases linearly, and the displacement over
time is parabolic. Students will find that they can manipulate the shapes of the graph by
increasing the drag, mass, and initial momentum. This model attempts to lead students one step
farther using calculus to extend the ideas of physics.
Background Information
Pseudo random numbers are the closest that a computer can come to outputting random numbers. If a
series of computer generated "random numbers" were to be analyzed, a pattern would eventually
remove showing its non-randomness. Since the algorithms are often far above any human's casual
calculation, though, pseudo random numbers are often still taken as random. This model will
describe the process behind calculating some random numbers and using those numbers to calculate
pi.
Science/Math
The fundamental principle behind this model is HAVE = HAD + CHANGE. For every run of the
simulation, the following steps occur:
The displacement of the simulated falling body is calculated and plotted on the graph "Falling
Body" based on the variables the user inputs
The momentum is calculated and plotted on the graph "Momentum"
The net force is calculated and plotted on the graph "Force"
As the above changes suggest, the CHANGE in this model is related to a specific mathematical
relationship between the independent and dependent variables. Each variable that the user inputs
(h, m, p, g, drag) has an effect on the overall shape of every graph. In the real world, most of
these variables obviously cannot be manipulated by the scientist, but they can be studied through
observation.
Teaching Strategies
The best way to introduce this model is by asking the students questions about their overall
understanding of air resistance. Begin by reviewing all the different types of forces, such as
normal force, and its application to projectile motion. Then ask the following questions:
Hypothetically, what forces are acting on an object the moment it is launched into the air and
immediately after?
In reality, what other forces might be acting on an object launched into the air?
What is momentum? How would momentum affect an object in motion?
How would the shape of the graph of momentum, velocity, and net force change with and without
air resistance (drag) acting on a projected object?
Implementation
How to use the model
This relatively in-depth model has a number of parameters that can be manipulated to produce
different results:
The initial height (x) determines how high the object starts from when it is projected into the
air
The mass (m) is the mass of the object launched
The momentum (p) determines the initial velocity of the object at time 0
The force due to gravity (g) determines the downwards force acting on the object in the air
The drag coefficient (drag) determines the effect of drag on the object
Each of these variables may be changed in Vensim by clicking on the "Equations" tool and clicking
on each variable's respective box or circle. As soon as the variables are edited, the simulation
can be run by clicking the "Run a Simulation" button. Vensim will then update the graphs of
displacement ("Falling Body"), momentum, and force and display them next to the model. The
variables may be changed again and run multiple times. To run with manipulable sliders, click on
the button "Automatically Simulate on Change." For more information on Vensim, reference the
Vensim tutorial at: http://shodor.org/tutorials/VensimIntroduction/Preliminaries.
Learning Objectives
Understand the concept of terminal velocity and its asymptotic relationship to velocity
Understand the effect of drag on projectile motion
Objective 1
Terminal velocity is related directly to the drag of an object. While in actual situations drag is
determined by mass and cross-sectional shape, these are already programmed into the model, and
instead the user can change the coefficient of drag. This should change the extent that drag has
on the falling object's net force and terminal velocity. To accomplish this objective, students
should change the variables to both high and low numbers in order to see the change in momentum
from a linear graph to one that is dependent on drag. Ask the following questions to guide their
discovery:
Make sure momentum (p) and drag coefficient are set to the default values of 1 kg*m/s and 0,
respectively. Run the simulation. What do the graphs of momentum and force look like? Why would
they have this shape? What total forces are acting on the object?
Change the drag coefficient to 10. How do the graphs of momentum and net force appear different?
How can you account for the change in shape-meaning what were the physical effects of changing
the drag?
Keeping the same value for momentum, change the mass to 75 kg. How does the momentum graph
change? What does it seem to be more closely imitating in terms of the shape of the graph?
Change the mass to 10 kg and the drag to 25. Compare it to the graph of a drag coefficient equal
to 5. What happens when the coefficients grow larger? Do the graphs of momentum and force seem
to approach a certain number as time progresses?
Compare the points at which force is close to 0 with the same points on the displacement graph.
What is the shape of the "Falling Body" graph at this point and why? What does a 0 net force
imply?
Objective 2
This objective focuses mainly on the effect of drag on displacement of an object. Since the net
forces will counteract each other at a specific point (terminal velocity), the descent of a
projectile object will be linear with the horizontal force not being counteracted at all. The
initial displacement over time graph will start as a parabolic curve, but with the effect of drag,
it will slowly become more linear. Students should manipulate the variables that control the
terminal velocity point and find how terminal velocity affects an objects motion through the air.
Ask the following questions:
Run the simulation with no drag (drag coefficient = 0) and a 1 kg object. What is the shape of
the graph? Why would it take this shape? What forces are acting on the object and what is the
net force?
Change the drag coefficient to 2. What does the displacement graph change into? What happens at
the point that the net force becomes 0? If you were watching this object fall from the sky,
describe how it would look.
Compare the momentum graph to the displacement graph. Why do the two seem to have a change in
behavior at the same point? Explain.
What overall affect would you say drag has on the overall movement of an object in the air? On
its momentum?
Extensions:
Find the change in motion when the simulation is run on the moon
Using integrals to find the momentum of a projectile object
Analyze the projectile motion of Angry Birds
Extension 1
The Moon's force due to gravity is much less than that on earth. On Earth, gravity is -9.8 m/s2,
while on the moon it is -1.66 m/s2. The Projectile Motion model can simulate launching an object
on other planets with different gravitational forces. By changing the force due to gravity in the
model (g) to that of the Moon's, students may be able to understand how gravity affects the motion
of a projectile object. They should compare the graph of an object launched on the moon to that of
one launched on Earth. Ask the following questions:
How does the distance traveled by the object differ on the Moon as compared to Earth? Why?
Would there be any drag while on the Moon? Explain.
Extension 2
Students may attempt to analyze the graphs of force over time in order to find the momentum of an
object. Since integrals will find the area under a curve, an integral of the specific equation for
the net force of the projectile object should give the momentum of the equation. Since the model
does not supply the equation of the net force used, have students graphically analyze the Net
Force vs Time graph in order to find the momentum. Have them compare this number to the graph of
momentum calculated in the model. Ask the following questions to ensure an understanding of their
results:
By finding the area under the net force graph, what calculus concept are you effectively
accomplishing?
What are the units applied to the area you found? Does this make sense compared to the graph of
momentum over time? Explain.
How would you describe the relationship between momentum and force?
Extension 3
Perfect physics is not always implemented into video games. For example, in the popular mobile
game Angry Birds, the gravity constant is not what it is on Earth. Use any popular physics
analytics tools to track a video or image of an angry bird flying through the air. This can be
done with LoggerPro or a similar tool. Have students find the force due to gravity in the Angry
Birds universe and compare it to that on Earth. Follow up with the following questions:
What differences are there between the gravity in the Angry Birds universe and the gravity on
Earth? What might be some factors that influence the Angry Birds' gravity?
What effects would the change in gravity have on momentum, terminal velocity, and mass, if any?
Explain.
The Multi-Function Data Flyer allows students to plot any equation onto a graph and analyze the
effect that different constants have on the overall trends of the function. This tool can be used
in multiple ways in connection with Projectile motion. Since the model can graph multiple
functions at once, one possibility would be to plot the velocity, displacement, and acceleration
of a projectile object over time and find the effect that initial height, drag, and mass have on
its trajectory. Also, if a class were to do an experiment analyzing projectile motion, the model
allows for data to be plotted on the graph and the variance to be calculated.
The Projectile Motion model included basic activities with integrals. The Monte Carlo Integrals
model allows students to extend their experience of calculating integrals to a couple different
methods. Monte Carlo Integrals are calculated by finding the average area under a curve based on
random points. This model will include both a description of how a Monte Carlo Integral is
calculated as well as a discussion on pseudo-random numbers and their effect on computer
calculations.