## EJSS Kinematics Model by lookang.

updated 02 April 2015:
modelling pedagogy built in by lookang, simulation refreshed based on a lesson in ICT connection
http://ictconnection.moe.edu.sg/lesson-examples&func=view&rid=2914

 model X = t suggests you know how to use kinematics equation of  $s = ut + \frac{1}{2}at^{2}$ where initial velocity u =1 and acceleration a = 0 http://weelookang.blogspot.sg/2013/12/ejss-kinematics-model.html run: Link1, Link2 download: Link1, Link2 source: Link1, Link2 EJSS Kinematics Model by lookang, based on models and ideas from Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni authors: lookang, Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni author EJS: Francisco Esquembre

 model X = 2*t suggests you know how to use kinematics equation of  $s = ut + \frac{1}{2}at^{2}$ where initial velocity u =2 and acceleration a = 0   http://weelookang.blogspot.sg/2013/12/ejss-kinematics-model.html EJSS Kinematics Model by lookang, based on models and ideas from Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni authors: lookang, Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni

 model X = 0.5*1*t^2 suggests you know how to use kinematics equation of  $s = ut + \frac{1}{2}at^{2}$ where initial velocity u =0 and acceleration a = 1   http://weelookang.blogspot.sg/2013/12/ejss-kinematics-model.html EJSS Kinematics Model by lookang, based on models and ideas from Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni authors: lookang, Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni

 model X = 0.5*(-1)*t^2 +5*t suggests you know how to use kinematics equation of $s = ut + \frac{1}{2}at^{2}$ where initial velocity u =5 and acceleration a = -1 http://weelookang.blogspot.sg/2013/12/ejss-kinematics-model.html EJSS Kinematics Model by lookang, based on models and ideas from Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni authors: lookang, Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni

 model X = 0.5*(-1)*t^2 suggests you know how to use kinematics equation of $s = ut + \frac{1}{2}at^{2}$ where initial velocity u =0 and acceleration a = -1 http://weelookang.blogspot.sg/2013/12/ejss-kinematics-model.html EJSS Kinematics Model by lookang, based on models and ideas from Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni authors: lookang, Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni

 model X = 0.5*1*t^2 +(-4)*t suggests you know how to use kinematics equation of  $s = ut + \frac{1}{2}at^{2}$ where initial velocity u = -4 and acceleration a = 1 http://weelookang.blogspot.sg/2013/12/ejss-kinematics-model.html EJSS Kinematics Model by lookang, based on models and ideas from Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni authors: lookang, Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni

based on models and ideas by
1. Fu-Kwun and lookang http://www.phy.ntnu.edu.tw/ntnujava/index.php?topic=701.0 and http://weelookang.blogspot.sg/2010/06/ejs-open-source-kinematics-java-applet.html
2. Andreu Glasmann, Wolfgang Christian, and Mario Belloni  http://www.compadre.org/osp/items/detail.cfm?ID=13049&S=7

## The equation that model the motion of the car is:

$\frac{\delta x}{\delta t} = v$
$\frac{\delta v}{\delta t} = a$
 http://weelookang.blogspot.sg/2013/12/ejss-kinematics-model.htmlhttps://dl.dropboxusercontent.com/u/44365627/lookangEJSworkspace/export/ejss_model_kinematics/kinematics_Simulation.xhtml source: https://dl.dropboxusercontent.com/u/44365627/lookangEJSworkspace/export/ejss_src_kinematics.zip EJSS Kinematics Model by lookang, based on models and ideas from Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni authors: lookang, Fu-Kwun, Andreu Glasmann, Wolfgang Christian, and Mario Belloni

This EjsS  Kinematics Problem Package was developed using the Easy Java/JavaScript Simulations (EjsS) version 5. Although EjsS is a Java program, it can create stand alone JavaScript programs that run in almost any PC or tablet.

1. recreate everything
1. at_rest x=0;   v=0;   a=0;
2. uniform_motion_=_1 x=0;   v=1;   a=0;
3. uniform_motion_=_2 x=0;   v=2;   a=0;
4. uniform_motion_=_-1 x=0;   v=-1;   a=0;
5. uniform_motion_=_-2 x=0;   v=-2;   a=0;
6. simple_acceleration x=0;   v=0;   a=1;
7. simple_deceleration  x=0;   v=5;   a=-1; true only for v < 0
8. negative_acceleration x=0;   v=0;   a=-1;
9. positive_deceleration x=0;   v=-4;   a=1; true only for v > 0
5. checkboxes for x vs t, v vs t and a vs t graphs
6. added markers to appears each second

enjoy!