projectile
.
The horizontal distance the marble goes is simply the horizontal velocity times the time.
Other Things to Try
Another way to do this is to use a horizontal projectile launcher and calibrate the velocity.
The Point
Horizontal motion and vertical motion are completely independent. This means when an object is moving with only an initial horizontal velocity, the time it is in the air can be determined by how long it takes to fall.
Project 9
Taking aim. Shooting a projectile at a target .
The Idea
In this experiment, you get to shoot things around the room. You can use a toy bow-and-arrow, a toy ping-pong ball shooter, a Nerf gun, a marble launcher, or a precision projectile launcher made for this purpose. You learn to make predictions that accurately guide the projectile to the target. In this case, using the laws of physics is
not
cheating. It does, however, give you a definite advantage compared with someone who is not armed with this knowledge.
First, you measure what is the best angle to aim something for it to travel the greatest distance.
Then, you make and test predictions. To hit a target, you need to know only two things: the
velocity
of the projectile and the
angle at which
it is shot. That’s all. Knowing only those two conditions, you can determine how far the projectile will go, and how high it will go. The angle is easy to measure directly, so we will first work on a simple way to determine the velocity.
What You Need
projectile and launcher
– A projectile launcher, such as shown in Figure 9-1 . Plastic rather than steel balls are safer.
– Or, a toy gun, a toy bow-and-arrow, a ping-pong ball shooter, Nerf gun, or a marble launcher.
tape measure
protractor
target—horizontal: pan or cup; vertical: ring on a ring stand
stool(s) or other moveable object to hold the target at the height of the launcher
Method
What is the best angle?
We start here because this part does not involve any number crunching.
1. You will be shooting your projectile from ground-to-ground or from table top to raised surface at the same height as the table top. The projectile should be launched and land at the same height.
2. Select a setting for your launcher that will fire a projectile from a given height and return to that same height without hitting the ceiling, a wall, or breaking anything.
Figure 9-1
Projectile launcher. Courtesy PASCO
.
3. For every test in this part, you will be using the same velocity. Pick an angle to shoot the projectile at. Launch the projectile and measure the distance. Increase or decrease the launch angle until you find the angle that gives the greatest distance. (Remember, for this part, we are measuring the distance the object goes after returning to the same height from which it was launched.)
Determine the velocity of the launcher (to make predictions).
For this part, we are going to use the method of the previous section to determine how fast the projectile is moving as it leaves the launcher.
For this part only
, we shoot the projectile
horizontally
, so we can find this velocity.
Fire horizontally several times and record the distance,
R
, that the projectile travels (in
m
). Take the average.
Measure the height when the projectile leaves the table.
As we did in the previous experiment, we will use the trick of
finding the time the projectile is in flight
by determining how long it takes to fall. This can be simply found just knowing the height (in meters) and using the equation, t = (2d/g) ½ , where
g
is 9.8 m/s 2 . Table 8-1 in the previous section gives the time,
t
, for various heights.
Now, it is a simple matter to
find the velocity
using the technique of the previous section. Divide the distance the object goes along the floor,
R
(in meters), by the time it was in flight,
t
(seconds). This is given by the formula:
v = R / t
Hitting the target
1. Select an angle, θ, at which you will shoot the projectile.
2. Predict the range, or how far the