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Connect with an instructorDistance and Displacement
Distance is a measure of how far an object travels in total — it is the total length of the path taken, and it is a scalar quantity, so only the magnitude matters and the direction travelled in is irrelevant. For example, if athletes run a 300m race on a 400m circular track, the distance they have travelled is simply 300m, the length of track they covered.
Displacement is a measure of how far an object is from its starting position, together with the direction from the start to that position — in other words, it is the change in position. Because it carries both a size and a direction, displacement is a vector quantity. In the same 300m-race example, if the athletes end up 100m from where they started, their displacement is 100m in that direction, even though the distance run was 300m. If the athletes instead completed the full 400m lap and returned to their starting point, their displacement would be zero, since they are back where they started — while the distance travelled would still be 400m.
This distinction — path length versus net change in position — is why distance and displacement can differ for the same journey. A student travelling to school covers a distance equal to the total length of every road, twist, and turn they walk along, but their displacement is the single straight-line vector from home to school, regardless of any obstacles (buildings, lakes, roads) that force them to take a longer path. Distance is a scalar because it only describes how far has been travelled overall, with no reference to direction; displacement is a vector because it describes both how far an object is from its start point and in what direction.
Question
A professor walks around her garden following the closed rectangular path A→B→C→D→A, where the two longer sides are 15km each and the two shorter sides are 9km each. At the end of her walk, calculate:
(a) the distance the professor travels
(b) the displacement of the professor
Solution
(a) Distance =48km
(b) Displacement =0km
Step 1
For distance, add the lengths of every side of the path travelled, since distance only tracks total path length.
Distance =15+9+15+9=48km.
Step 2
For displacement, compare the professor's final position to her starting position, since displacement is the change in position.
The path ABCDA returns to point A, the starting point, so the change in position is zero: displacement =0km.
Speed and Velocity
Speed is the distance an object travels every second. It is a scalar quantity because it only contains a magnitude, with no associated direction. The average speed of an object over a journey is given by
average speed=time takentotal distance
The SI unit of speed is metres per second (ms−1), although other units such as kmh−1 or mph are often used when more convenient.
Velocity is the rate of change of displacement. Because displacement is a vector, velocity is also a vector quantity — it describes both a magnitude and a direction. This means velocity can take negative values: for example, if a ball is thrown upwards at 3ms−1 and (taking upwards as positive) comes back down at −5ms−1, its speeds at those two moments are still 3ms−1 and 5ms−1 respectively — the sign is only meaningful for velocity, not speed. Two objects can have the same speed but different velocities if they are moving in different directions.
The average velocity vˉ of an object over a time interval is
vˉ=ΔtΔx
where Δx is the total displacement (change in position, in m) and Δt is the total time taken (in s). If the initial velocity u and final velocity v are both known, the average velocity can equivalently be found from
vˉ=2u+v
On a displacement–time graph, the average velocity over an interval is the total displacement (read on the y-axis) divided by the total time taken (read on the x-axis); this works whether the graph is a straight or a curved line.
The instantaneous speed (or velocity) is the speed (or velocity) of an object at one specific moment in time, whether the object is moving at constant velocity or accelerating. On a displacement–time graph, a straight line indicates constant velocity, while a curved line indicates an accelerating (changing-velocity) object. To find the instantaneous velocity at a given point on a displacement–time graph: draw a tangent to the curve at that point, then calculate the gradient of the tangent — that gradient equals the instantaneous velocity at that instant.
Question
Florence Griffith Joyner set the women's 100 m world record in 1988 with a time of 10.49s. Calculate her average speed during the race.
Solution
Average speed =9.53ms−1
Step 1
Recognise that a sprinter's speed changes over the course of a race (speeding up from rest), so use the average speed equation rather than an instantaneous value.
average speed=time takentotal distance
Step 2
Identify the known quantities.
Total distance s=100m; time taken t=10.49s.
Step 3
Substitute the values and evaluate.
average speed=10.49100=9.5328=9.53ms−1
Question
A box slides across a rough surface and gradually slows down due to friction. Its displacement against time t is plotted on a displacement-time graph. The magnitudes of the instantaneous velocities of the box at times t1 and t2 (with t1<t2) are v1 and v2 respectively. List the following velocities in order from fastest to slowest: v1, v2, and the average velocity over the interval from t1 to t2.
Solution
From fastest to slowest: v1> average velocity >v2
Step 1
Recall how each velocity is found on the displacement-time graph.
The instantaneous velocity at a given time is the gradient of a tangent drawn to the curve at that point. The average velocity over an interval is the total displacement divided by the total time for that interval (the gradient of the straight line joining the two points).
Step 2
Compare the gradients of the three tangents/lines, remembering the box is decelerating throughout due to friction.
Since the box continuously slows down, the tangent at the earlier time t1 is the steepest (fastest), and the tangent at the later time t2 is the shallowest (slowest). The line for the average velocity lies between these two, because it represents the overall rate of change across the whole interval.
Step 3
State the final ranking.
v1>average velocity>v2
Acceleration
Acceleration is the rate of change of velocity. It is a vector quantity, measured in metres per second squared (ms−2), and it describes how much an object's velocity changes every second.
The average acceleration of an object is calculated using
average acceleration=time takenchange in velocity⇒a=ΔtΔv
where a is the average acceleration (ms−2), Δv is the change in velocity (ms−1), and Δt is the total time taken (s). The change in velocity is the difference between the final and initial velocity:
Δv=v−u
The instantaneous acceleration is the acceleration of an object at one specific point in time, which is useful for an object whose acceleration is itself constantly changing. On a velocity–time graph, a curved line represents an object with a changing (non-uniform) acceleration.
The sign of acceleration depends on whether the object is speeding up or slowing down: if an object is speeding up, its acceleration is positive; if it is slowing down, its acceleration is negative — this is also called deceleration. However, acceleration can also be negative simply because the object is accelerating in the negative direction (e.g. speeding up while travelling in the direction taken as negative), so the sign of acceleration alone does not always tell you whether an object is speeding up or slowing down — it must be compared with the sign of the velocity. A rocket lifting off is an example of positive acceleration (speeding up), while a car braking to a stop is an example of negative acceleration (decelerating). The units of acceleration, ms−2, follow directly from the definition: it measures how much the velocity (in ms−1) changes every second, i.e. (ms−1)s−1.
Question
A Japanese bullet train decelerates at a constant rate in a straight line. The velocity of the train decreases from an initial velocity of 50ms−1 to a final velocity of 42ms−1 in 30 seconds.
(a) Calculate the change in velocity of the train.
(b) Calculate the acceleration of the train, and explain how your answer shows the train is slowing down.
Solution
(a) Δv=−8ms−1
(b) a=−0.27ms−2; the negative sign shows the train is decelerating (slowing down)
Step 1
For (a), use Δv=v−u with the initial velocity u=50ms−1 and final velocity v=42ms−1.
Δv=42−50=−8ms−1
Step 2
For (b), use a=ΔtΔv with the time taken Δt=30s.
a=30−8=−0.27ms−2
Step 3
Interpret the sign of the answer.
The acceleration is negative, which indicates the train's velocity is decreasing over time — i.e. the train is slowing down (decelerating).
Kinematic (SUVAT) Equations
The kinematic equations of motion, often called the SUVAT equations, are a set of four equations that describe the motion of any object moving with constant (uniform) acceleration in a straight line. They relate five variables:
The four kinematic equations are:
v=u+at
s=ut+21at2
v2=u2+2as
s=(2u+v)t
Each equation uses only four of the five variables, so choosing the correct one depends on which quantities are given and which is unknown; the last equation above can in fact be derived by combining two of the others. These equations are provided in the data booklet during exams, so they do not need to be memorised, but recognising when and how to apply them is essential.
Certain key phrases in a question tell you which variables to substitute:
To apply the kinematic formulae: Step 1 — list every variable given in the question (known and unknown), using the wording of the question to infer any values not explicitly stated (e.g. "starts from rest" gives u=0; vertical motion under gravity gives a=±9.81ms−2). Step 2 — choose the one equation that contains exactly the variables you have listed (e.g. if s, u, a, and t are all known or wanted, use s=ut+21at2). Step 3 — convert all quantities to SI units, substitute them into the chosen equation, and rearrange algebraically to find the answer.
Question
A cyclist is travelling directly east through a flat village at a velocity of 6ms−1. They then start to accelerate constantly at 2ms−2 for 4 seconds.
(a) Calculate the distance the cyclist covers in the 4s acceleration period.
(b) Calculate the cyclist's final velocity after the 4s interval of acceleration.
Later in their journey, this cyclist (A) is riding at a constant velocity of 18ms−1 through a different village. Cyclist A passes a friend, Cyclist B, who begins accelerating from rest at a constant 1.5ms−2 in the same direction as Cyclist A at the moment they pass.
(c) Calculate how long it takes Cyclist B to catch up to Cyclist A.
Solution
(a) s=40m
(b) v=14ms−1
(c) t=24s
Step 1
For (a), list the knowns (u=6ms−1, a=2ms−2, t=4s) and pick the SUVAT equation linking s, u, a, t.
s=ut+21at2=(6×4)+(0.5×2×42)=24+16=40m
Step 2
For (b), use the same knowns with the equation linking v, u, a, t.
v=u+at=6+(2×4)=14ms−1
Step 3
For (c), write a displacement expression in terms of t for each cyclist. Cyclist A moves at constant velocity (uA=18ms−1, aA=0); Cyclist B starts from rest with aB=1.5ms−2.
sA=uAt+21aAt2=18t
sB=uBt+21aBt2=0+21(1.5)t2=43t2
Step 4
The cyclists meet when their displacements from the passing point are equal, so set sA=sB and solve for t.
18t=43t2⇒43t2−18t=0⇒t(43t−18)=0, giving t=0s (the moment they pass) or t=24s. Since we want when they meet again, the answer is t=24s.
Motion Graphs
The motion of an object can be analysed using three related types of graph: displacement–time, velocity–time, and acceleration–time graphs. These three graphs are all connected to each other through gradients (which give the next quantity down) and areas under the curve (which give the next quantity up).
Displacement–time graphs. The slope (gradient) at any point equals the velocity at that instant. The y-intercept equals the initial displacement. A straight (diagonal) line represents constant velocity; a curved line represents an accelerating object. A positive slope means motion in the positive direction, a negative slope means motion in the negative direction, and a zero slope (horizontal line) means the object is at rest. The area under a displacement–time graph has no physical meaning.
Velocity–time graphs. The slope at any point equals the acceleration at that instant. The y-intercept equals the initial velocity. A straight (diagonal) line represents uniform (constant) acceleration; a curved line represents non-uniform acceleration. A positive slope means acceleration in the positive direction, a negative slope means acceleration in the negative direction, and a zero slope (horizontal line) means the object moves at constant velocity. The area under the curve equals the change in displacement.
Acceleration–time graphs. The slope of this graph has no physical meaning. The y-intercept equals the initial acceleration. A zero slope (horizontal line) represents an object undergoing constant acceleration. The area under the curve equals the change in velocity.
Acceleration itself can be uniform (a constant value, such as free-fall acceleration due to gravity near Earth's surface) or non-uniform (a changing value, such as an object whose acceleration is itself increasing).
Worked case: a bouncing ball. Ignoring air resistance, a ball bouncing repeatedly reaches the same height each time before striking the ground again, since gravity is the only force acting and is always directed downwards (taking upward as the positive direction, as is conventional). Because the ball reverses direction at its highest and lowest points, its velocity — a vector — changes sign there: it is positive while travelling upward and negative while travelling downward. At point A, the highest point of a bounce: the ball is at its maximum displacement, its velocity is momentarily zero, its velocity changes sign from positive to negative as it changes direction, and its acceleration remains constant at g, directed downward throughout. At point B, the lowest point (on the ground): the ball is at its minimum displacement, its velocity changes almost instantaneously from negative to positive while its speed (magnitude of velocity) stays the same, and this abrupt reversal in direction produces a large, momentary acceleration (since acceleration is the change in velocity divided by the — here very short — time over which that change happens).
Question
Tora is training for a cycling tournament. A velocity-time graph shows her motion as she cycles along a flat, straight road. The graph has five labelled sections, A to E, in time order. Sections A, C, and E are flat (constant velocity); sections B and D both slope upward, with section D noticeably steeper than section B. Between t=5s and t=10s (within section B), Tora's velocity increases from 10ms−1 to 15ms−1.
(a) In which section of the graph is Tora's acceleration the largest?
(b) Calculate Tora's acceleration between 5s and 10s.
Solution
(a) Section D
(b) a=1ms−2
Step 1
For (a), recall that the slope (gradient) of a velocity-time graph represents the magnitude of the acceleration.
Sections A, C, and E are flat, so Tora is at constant velocity there (not accelerating). Only sections B and D show acceleration, since only they slope upward.
Step 2
Compare the steepness of sections B and D to find where acceleration is largest.
Section D has the steeper slope of the two, so the largest acceleration occurs in section D.
Step 3
For (b), recall that the gradient of a velocity-time graph gives the acceleration, and draw a gradient triangle over the interval from 5s to 10s.
Change in velocity over this interval =15−10=5ms−1; change in time =10−5=5s.
Step 4
Calculate the gradient and state it as the acceleration.
a=gradient=55=1ms−2. Tora accelerated at 1ms−2 between 5s and 10s.
Projectile Motion
A projectile is a particle that moves freely (non-powered) under gravity in a two-dimensional plane. Examples include throwing a ball, jumping off a diving board, or hitting a baseball. In standard projectile-motion problems it is assumed that resistance from the air or liquid the object travels through (fluid resistance) is negligible, and that the acceleration due to free fall, g, is constant, since the object stays close to the Earth's surface.
A projectile is launched with a resultant velocity u at an angle θ to the horizontal (for example, a ball thrown from a height, or a cannonball fired from a cannon). Several key quantities describe its motion:
Horizontal and vertical components. The trajectory of a projectile consists of a horizontal component and a vertical component, and these two components are entirely independent of each other. Displacement, velocity, and acceleration each need to be evaluated separately in the horizontal and vertical directions using the kinematic (SUVAT) equations:
| Horizontal component | Vertical component | |
|---|---|---|
| Displacement | Maximum range at the end of the motion (when the total time has elapsed); half the range at maximum height (when half the time has elapsed) | Maximum height at the top of the motion (when half the time has elapsed) |
| Velocity | Constant throughout | Zero at maximum height |
| Acceleration | Zero (velocity stays constant) | Acceleration of free fall, g=9.8ms−2: positive while falling towards Earth, negative while moving away from Earth |
The resultant launch velocity u at angle θ to the horizontal is split into its two components using trigonometry, treating u as the hypotenuse of a right-angled triangle:
uvertical=usinθuhorizontal=ucosθ
To solve a projectile problem, resolve the launch velocity into these two components, then set up separate SUVAT tables for the horizontal motion (constant velocity, a=0) and the vertical motion (constant acceleration a=±g), solving each using the standard kinematic equations. Common scenarios you may need to solve include: vertical projection above the horizontal, vertical projection below the horizontal, purely horizontal projection, and projection at an angle (the most common case).
Question
A stone is launched from the top of a 50.0m-high cliff at an angle of 25.0∘ below the horizontal, with an initial speed of 30.0ms−1, and follows a curved trajectory. The stone hits the ground at a horizontal distance D from the base of the cliff, with a vertical velocity of 33.8ms−1 at the moment of impact. Calculate the distance D.
Solution
D=58m (2 s.f.)
Step 1
Identify what's given and what's needed: the final vertical velocity v=33.8ms−1 is known, the horizontal velocity stays constant throughout the flight, the vertical acceleration is +g=9.81ms−2, and the range D (horizontal displacement) is required.
The horizontal and vertical motions must be treated separately using SUVAT.
Step 2
Resolve the launch velocity into vertical and horizontal components using trigonometry, with u=30.0ms−1 as the hypotenuse and θ=25.0∘.
uv=usinθ=sin(25∘)×30=12.68ms−1
uh=ucosθ=cos(25∘)×30=27.19ms−1
Step 3
Use the vertical motion to find the time of flight, applying v=u+at with v=33.8ms−1, u=uv=12.68ms−1, and a=9.81ms−2.
t=av−uv=9.8133.8−12.68=2.15s
Step 4
Use the horizontal motion (constant velocity, so s=ut) with the time just found to calculate the range D.
D=uh×t=27.19×2.15=58.46=58m (2 s.f.)
Question
A ball is thrown from point P with an initial velocity u of 12ms−1 at 50∘ to the horizontal. What is the value of the maximum height reached above P? (Ignore air resistance.)
Solution
Maximum height ≈4.3m
Step 1
Recognise that only the vertical motion needs to be considered to find the maximum height, since maximum height occurs when the vertical velocity is zero.
Work with the vertical component of the motion only.
Step 2
List the known vertical quantities: the initial vertical velocity component, final vertical velocity (zero at the top), and vertical acceleration.
u=12sin(50∘)ms−1=9.19ms−1; v=0ms−1; a=−9.81ms−2 (taking upward as positive, so gravity decelerates the ball); s=?
Step 3
Choose the SUVAT equation that links v, u, a, s (no t is given), and rearrange to make s the subject.
v2=u2+2as⇒s=2av2−u2
Step 4
Substitute the known quantities and evaluate.
s=2×(−9.81)02−(12sin50∘)2=−19.62−84.5≈4.3m. Both the numerator and denominator are negative, so the height above P comes out positive, as expected.
Fluid Resistance
Fluid resistance refers to the effect that gases and liquids have on the motion of a body moving through them. When an object moves through a fluid, resistive forces act on it; these are known as viscous drag. Viscous drag — also called air resistance when the fluid is air — is a type of friction, and like all frictional forces it: always acts in the direction opposite to the object's motion; never speeds an object up or starts it moving; always slows an object down or keeps it moving at constant speed; and always transfers energy away from the object to the surroundings. A related force, lift, acts perpendicular to the fluid flow (for example, as an aeroplane's wings push down on the air, the air pushes back up on the wings by Newton's third law, generating lift); drag opposes the direction of motion (thrust), while lift opposes weight. A key feature of drag forces is that they increase as the speed of the object increases.
Effect on projectile motion. When fluid resistance is not negligible, it affects a projectile's time of flight, horizontal velocity, horizontal acceleration, range, and the shape of its trajectory. Air resistance is generally the dominant frictional force acting on a projectile, and it decreases the horizontal component of the projectile's velocity throughout the flight. As a result, compared with an identical situation with no air resistance (as in a vacuum):
| Quantity affected by air resistance | Effect |
|---|---|
| Time of flight | Decreases |
| Horizontal velocity | Decreases |
| Horizontal deceleration | Increases |
| Range | Decreases |
| Shape of trajectory | No longer a parabola |
Both the range and the maximum height of the projectile decrease relative to the no-resistance case, and its flight time shortens accordingly, since it covers a smaller range and reaches a lower maximum height. The path also stops being a symmetric parabola: with air resistance present, the descending part of the trajectory is steeper than the ascending part. Because of these effects, the launch angle and speed of a projectile are chosen differently depending on the goal and the presence of air resistance: in sports such as the long jump or javelin, an optimum angle (accounting for air resistance) is chosen to maximise range, whereas in activities such as gymnastics or ski jumping, the initial vertical velocity is maximised to achieve the greatest height and longest flight path.
Terminal Speed
For a body in free fall in a vacuum, the only force acting on it is its weight, so its acceleration is g, due to gravity alone, and stays constant throughout the fall. When the same body falls through a real fluid (a gas or liquid), a frictional force from fluid resistance (viscous drag) also acts on it, and this drag force increases as the body's speed increases.
By Newton's second law (F=ma), as the drag force grows, the resultant (net) force on the body — weight minus drag — gets smaller, so the body's acceleration decreases. Once the viscous drag force becomes exactly equal in magnitude to the body's weight, the resultant force on the body is zero, so it stops accelerating and continues falling at a constant velocity. This constant falling velocity is called the terminal velocity (or terminal speed). Terminal velocity can be reached by an object falling through either a gas or a liquid.
On a velocity–time graph of a body falling to terminal velocity, since acceleration equals the gradient of the graph: the gradient (acceleration) is steepest at the start of the fall and continuously decreases as speed increases, and it becomes zero exactly when the terminal velocity is reached — shown on the graph as the curve flattening out to a horizontal line. For a skydiver who later opens a parachute, the sudden large increase in drag once the parachute deploys causes a rapid deceleration to a new, lower terminal velocity, which reduces the impact of landing; on the velocity-time graph this appears as a steep drop in velocity followed by the curve flattening again at this lower constant speed.
Question
Skydivers jump out of a plane a few seconds apart and want to join up as they fall. Skydiver A is heavier than Skydiver B, but both are assumed to have the same surface area and volume. If the two skydivers want to reach terminal velocity at the same time, who should jump first?
Solution
Skydiver B (the lighter skydiver) should jump first.
Step 1
Recall the factors that affect terminal velocity during free fall: weight and drag.
The heavier a person is, the greater their weight, so a heavier person reaches a higher terminal velocity. The heavier a person is, the greater the drag force needed to balance that extra weight.
Step 2
Determine which skydiver reaches a higher terminal velocity.
Skydiver A (heavier) reaches a higher terminal velocity than Skydiver B (lighter), since A needs a larger drag force — reached at a higher speed — to balance A's greater weight.
Step 3
Determine which skydiver reaches terminal velocity sooner, given both start accelerating at g from rest.
Both skydivers initially accelerate at the same rate, g. As speed increases, the drag force increases faster for the heavier skydiver (A) — because A needs more drag to balance more weight — so A reaches terminal velocity first, i.e. sooner after jumping.
Step 4
Decide who should jump first so that both reach terminal velocity at the same time.
Since Skydiver B takes longer to reach terminal velocity than Skydiver A, Skydiver B should jump first, giving B a head start so that both skydivers reach their (different) terminal velocities at the same moment.