Table of Contents

  

   

Testing

 

Periodic Table of Elements and Games Based on the Table

 

Miscellaneous Applets

 

PhET Applets

Kinematics

 

Dynamics

 

Gas Laws and Thermodynamics

 

Fluids, Hydrodynamics

Oscillations

 

Waves, Light

 

Atomic Physics

 

Electricity and Magnetism

 

 

 

Testing  

 

 

Science Vocabulary Hangman. The computer will randomly pick a term used in science. Discover the word the computer has picked by guessing which letters are in it. Each incorrect guess you make causes the atom man to decay. Solve the puzzle before the atom man completely decays! The question sets include: General Sets, Math, Measurement and Measurement Systems, Atoms and Matter, Force, Motion and Energy, Chemistry, Computer Science, Meteorology and Oceanography, Geology, Astronomy, Biology and Living Systems, The Scientific Method, Individual School Sets. Grades: 2 - 12.

http://education.jlab.org/vocabhangman/index.html

 

Science Crossword Puzzles. Use the clues provided to solve each crossword puzzle. To place letters on the puzzle, first select the clue you are answering from the pull-down menu and then enter you answer in the text box. Press the 'return' key on your keyboard when you are done. Correct letters will be green while incorrect letters will be red. Good luck and have fun! Puzzles: Atoms and Matter, Matter Changing States, Energy Sources, Energy and Heat Transfer, The Solar System, Constellations, Life Science, Cell Structures, The Body, Simple Machines, Scientific Instruments, The Metric System.  

http://education.jlab.org/sciencecrossword/index.html

 

Who Wants to Win a Million Dollars? - The Science Game. Test your knowledge of math and science as you work your way to the million-dollar level! Although the questions you will answer are real, the money, unfortunately, is not. Sorry!

http://education.jlab.org/million/index.html

 

Science, Math and Technology Practice Tests. 3rd grade: Math and Science; 5th grade: Math, Science, Technology; 8th grade: Math, Science, Technology; also Chemistry (Scientific Investigation; Nomenclature, Chemical Formulas and Reactions; Phases of Matter and Kinetic Molecular Theory; Atomic Structure and Periodic Relationships; Molar Relationships,) Earth Science (Scientific Investigation, Meteorology, Oceanography and Groundwater, Astronomy and Space Science, Geology,) Algebra I (Equations and Inequalities, Expressions and Operations, Relations and Functions, Statistics,) Algebra II (Equations and Inequalities, Expressions and Operations, Relations and Functions, Analytical Geometry, Systems of Equations/Inequalities, Statistical Analysis,) Geometry (Lines and Angles, Triangles and Logic, Polygons and Circles, Three-Dimensional Figures, Coordinate Relations, Transformations and Vectors.) 10, 20 and 40 question options.  

http://education.jlab.org/solquiz/index.html

 

Reading Comprehension Passages. Select one of the passages listed on the page. Complete the passage by selecting the words that best fit the context of the passage. Press the 'Check My Answers!' button when you are done to see how you did! Topics: Charges and Electricity, The Earth's Energy Budget, The Water Cycle, Internet Safety, Looking for Quarks Inside the Atom, Magnets and Electromagnets, Microscopes, Properties and Changes.

http://education.jlab.org/reading/index.html

   

 

 

Periodic Table of Elements

Games Based on the Table

     

Periodic Table of the Elements. Point the cursor on the element to find basic information about it, click on the element to get more information, use "show all data" button in the upper right corner to get even more advanced information. Use links below the table and in the bottom of the page for some specific information.

http://www.schoolscience.co.uk/periodic table.html

 

More good Periodic Table links:

http://jcrystal.com/steffenweber/JAVA/jpt/jpt.html (applet)

http://periodic.lanl.gov/

http://education.jlab.org/itselemental/

http://chemistry.about.com/library/blper5.htm

 

Element Flash Cards. The computer will give you an element and you have to supply either its chemical name, its chemical symbol or its atomic number. Press the 'Check my answer' button after you have entered your answer.

http://education.jlab.org/elementflashcards/index.html

 

Element Math Game. The computer will randomly pick an element and present you with that element's data from the Periodic Table of Elements. Use that information to answer the question that the computer asks about the number of protons, neutrons, electrons or nucleons (particles in the nucleus) that an atom of that element contains. Press the 'Check my answer' button after you have entered your answer.

http://education.jlab.org/elementmath/index.html

 

Element Crossword Puzzles. 1. It's a Gas!; 2. Chemical Symbols of Elements (easy); 3. Chemical Symbols of Elements (strange); 4 Known to the Ancients...; 5. The Alkali Metals; 6. The Alkaline Earth Metals; 7. The Chalcogen Group; 8. The Halogen Group; The Noble Gases.  Use the clues provided to solve each crossword puzzle. To place letters on the puzzle, first select the clue you are answering from the pull-down menu and then enter you answer in the text box. Press the 'return' key on your keyboard when you are done. Correct letters will be green while incorrect letters will be red. Good luck and have fun!

http://education.jlab.org/elementcrossword/index.html

 

Element Hangman. The computer will randomly pick the name of one of the elements. Use the clue to discover which element the computer picked. Be careful! Each incorrect letter you guess causes the atom man to decay. Find the element's name before the atom man decays completely!

http://education.jlab.org/elementhangman/index.html

 

Element Matching. The computer will give you a list of chemical symbols and a list of chemical names. Choose the chemical name that each chemical symbol represents. Press the 'Check my answers!' button after you have made your choices.

http://education.jlab.org/elementmatching/index.html

 

Element Concentration. The computer will display a number of cards with the names and symbols of the elements. After you have had time to study the cards, the computer will flip them over and ask you to find a particular element. Click on the card that contains that element.

http://education.jlab.org/elementconcentration/index.html

 

 

Miscellaneous Applets

 

Mistakes and Errors in Math and Science Education, Textbooks Errors

 

Your Sky, the interactive planetarium of the Web

 

Powers of Ten

Beautiful Demo. View the Milky Way at 10 million light years from the Earth. Then move through space towards the Earth in successive orders of magnitude until you reach a tall oak tree just outside the buildings of the National High Magnetic Field Laboratory in Tallahassee, Florida. After that, begin to move from the actual size of a leaf into a microscopic world that reveals leaf cell walls, the cell nucleus, chromatin, DNA and finally, into the subatomic universe of electrons and protons.

 

An Atlas of the Universe

This web page is designed to give everyone an idea of what our universe actually looks like. There are nine main maps on this web page, each one approximately ten times the scale of the previous one. The first map shows the nearest stars and then the other maps slowly expand out until we have reached the scale of the entire visible universe.

The universe has been partially mapped out to about 2 billion light years. Here is a map showing many of the major superclusters within 2 billion light years.

Observe a map of the Cosmic Microwave Background Radiation.

Enjoy the most famous Hubble Space Telescope astronomy pictures of modern times - the Hubble Deep Field Image. Almost every object in those image is a galaxy typically lying 5 to 10 billion light years away.

A Sense of Scale. A Visual Comparison of Various Distances

 

  World Population - Live Update       

  

 

PhET Applets  

  

Click here for simulations

Kinematics  

  

Motion with Constant Acceleration

 

Motion with Constant Acceleration

 

Radian Measure and Angular Velocity Game

 

Resolution of Forces into Components

 

Projectile Motion

 

Galileo's Compound Representation of Projectile Motion

 

Pulleys. Change the radius of each pulley and observe the effect on the linear velocity of the belt and the angular velocity of each pulley. Notice that the smaller pulley has the higher angular velocity and that the linear velocity for the outer edge of the 2 pulleys is the same each time (It has to be, or the belt would break). Also, notice that the ratio of the angular velocities is the inverse of the ratio of the radius of the two pulleys.

 

Vector Addition

 

Vector Addition and Subtraction

   

Vector Addition. Demo. The black vector is the vector sum of the red vector and the blue vector. Click and drag in the neighborhood of the tip of the blue vector and you can move the tip of that vector. The red vector is fixed.

 

Vector Addition

 

Boat Crossing a River

 

Vector Addition
Two vectors can be added using the triangle or parallelogram method.
Vector Addition and Subtraction
Two vectors can be added or subtracted.
Vector Components
The horizontal and vertical components of any vector can be shown.
Vector Addition and Subtraction Practice
Practice vector addition and subtraction.
Uniform Acceleration in One Dimension: Motion Graphs
This simulation is intended to help students get a better understanding of the relationships between various quantities involved in uniformly accelerated motion. By adjusting the sliders (or input boxes), a student can change the initial position, the initial velocity, and the acceleration of an object, and can observe how each change affects the graphs of position, velocity, and acceleration vs. time.
Position, Velocity, and Acceleration vs. Time Graphs
In this simulation you adjust the shape of a Velocity vs. Time graph by sliding points up or down. The corresponding Position vs. Time and Acceleration vs. Time graphs will adjust automatically to match the motion shown in the Velocity vs. Time graph.
Kinematics Graphs: Adjust the Acceleration
This is a simulation that shows the position vs. time, velocity vs. time, and acceleration vs. time graphs for an object. Students can adjust the initial position and initial velocity of the objects, and then adjust the acceleration of the object during the four time intervals represented on all the graphs.
1D Kinematics: Velocity vs. Time Graphs
This simulation shows the velocity vs. time graph for an object moving along a straight line. Adjust the velocities by sliding the blue points up or down. Adjust the total time interval by sliding the red dots horizontally.
Uniform Acceleration in One Dimension
This is a simulation of the motion of a car undergoing uniform acceleration. The initial position, initial velocity, and acceleration of the car can be adjusted.
Kinematics in One Dimension: Two Object System
This is a simulation of two cars moving in one dimension. You can adjust the initial position, initial velocity, and acceleration of each of the cars. When the run button is pressed, you can watch an animation of the motion of the cars and also see the position vs. time graph for each of the cars.
Projectile Motion
Explore projectile motion by changing the initial conditions and watching the resulting changes in the projectile's motion.
Exploring Projectile Motion Concepts
Using this simulation, students can explore various types of projectile motion. Four projectiles are launched over level ground at angles of 20, 30, 45, and 60 degrees. You have the option of setting them all to have the same horizontal range, the same maximum height, or the same initial velocity. The student can then answer conceptual questions about the time in air, and initial horizontal and vertical velocity and the initial speed.
Projectile Motion: Tranquilize the Monkey
There is a monkey hanging from a tree branch. Your goal is to shoot the monkey (with a tranquilizer dart, of course - no monkeys were harmed in the making of this simulation). The only problem is that the monkey will let go of the branch at the moment you fire the tranquilizer gun. You must decide where to aim, knowing that the monkey will be falling when the dart hits him. The dart must hit the little white circle on the monkey's back for you to succeed.
Relative Velocity: Boat Crossing a River
This is a simulation intended to help students grasp the concepts of relative velocity and vector addition.

 

 

 

Dynamics

Newton's Mountain

 

Simple Pendulum

This simulation shows a simple pendulum operating under gravity. For small oscillations the pendulum is linear, but it is non-linear for larger oscillations. You can change parameters in the simulation such as mass, gravity, and friction (damping). You can drag the pendulum with your mouse to change the starting position. Observe multiple graphs.

 

2-Dimensional Spring

This simulation shows a single mass on a spring, which is connected to the ceiling. The mass is able to move in 2 dimensions, and gravity operates. Does the motion look random to you? Watch the graph for a while and you'll see it’s actually an intricate pattern. You can change parameters in the simulation such as gravity, mass, spring stiffness, and friction (damping). You can drag the mass with your mouse to change the starting position. Observe multiple graphs.

 

Double Pendulum

This is a simulation of a double pendulum. For large motions it is a chaotic system, but for small motions it is a simple linear system. You can change parameters in the simulation such as mass, gravity, and length of rods (enable the "show controls" checkbox). You can drag the pendulum with your mouse to change the starting position. Observe multiple graphs.

   

Pendulum and Cart

In this simulation there is a cart moving along a horizontal track. From the cart a pendulum is suspended. A spring connects the cart to a wall. Friction acts on the cart and on the pendulum. You can change parameters such as gravity, mass, pendulum length, spring stiffness, and friction (damping). You can drag the cart or pendulum with your mouse to change the starting position. Click the "reset" button to start from a resting position. Observe multiple graphs.

 

Colliding Blocks(Collisions and Conservation of Momentum)

This simulation shows two blocks moving along a track and colliding with each other and the walls. One spring is attached to the wall with a spring. Try changing the mass of the blocks to see if the collisions happen correctly. You can change parameters such as mass, spring stiffness, and friction (damping). You can drag either block with your mouse to change the starting positions.

 

Rigid Body Collisions

This simulation shows rectangular objects colliding in 2 dimensions. Click near an object to exert a rubber band force with your mouse. With the keyboard you can control four "thrusters". The keys S,D,F,E control the blue object. The keys J,K,L,I (and also the arrow keys) control the green object. You can also set gravity, elasticity (bounciness), and damping (friction). You can choose from one to six objects. The mass of the green object is adjustable (the others are set to mass 1.0).

 

Work Done by a Constant and a Variable Force

 

Roller Coaster

Did you ever wonder how to solve for the motion with a curved surface? The forces are changing as the slope changes. So the math gets a bit more interesting! You can change the track shape by clicking a button below. You can change parameters such as gravity or damping. You can drag the ball with your mouse to change the starting position. Observe multiple graphs.

 

Roller Coaster with Flight

This simulation shows a ball on a roller coaster where the ball can jump off the track. When the ball is on the track, it is colored blue; when in free flight it is colored red. The spring is activated when the spring stiffness is non-zero, which you can change by clicking show controls. Clicking the spring on or spring off buttons also changes the spring stiffness. You can change parameters such as gravity or damping. Drag the ball with your mouse to change the starting position.

 

Forces

 

Friction: Pulling a Box on a Horizontal Surface
This is a simulation of a box being pulled along a horizontal surface by a rope. Students can use the simulation to explore the effects of static and kinetic friction and their relationship to the normal force of the surface.
Static and Kinetic Friction on an Inclined Plane
This is a simulation of a box being pulled along a horizontal surface by a rope. Students can use the simulation to explore the effects of static and kinetic friction and their relationship to the normal force of the surface.
Atwood's Machine / Atwood's Incline
This is a simulation of two objects attached to each other with a massless string. The string passes over a massless, frictionless pulley. Use the "Run" button to start the simulation, the "Pause" button to pause it, and the "Reset" button to reset the time back to zero. Use the sliders to adjust the masses of the two objects, the angle of the incline, and the coefficient of friction between mass m2 and the incline (in the simulation it is assumed that the static and kinetic friction coefficients have the same value). Use the checkboxes to show or hide the numerical values and the free body diagrams for the two objects.
The Conical Pendulum
This is a simulation of a conical pendulum. A conical pendulum consists of an object attached to a string and moving in a horizontal circle. The string length in the simulation is fixed, adjust the radius, animation speed, and view angle with the sliders.
Conical Pendulum: 3D
This is a 3D simulation of a conical pendulum. A conical pendulum consists of an object attached to a string and moving in a horizontal circle. Adjust the string length, velocity, animation speed, and view angle.
Elliptical Orbits & Kepler's 2nd Law
This is a simulation of a planet orbiting a sun. Initial conditions can be adjusted. Use the sliders to adjust the initial speed of the planet, the initial distance from the center of the planet to the center of the sun, and the mass of the sun. Hit run to see the orbit animate. The orbit will be with elliptical, circular, parabolic, or hyperbolic, depending on the initial conditions. Show the Kepler's 2nd Law of planetary motion trace to see the elliptical orbit broken into eight wedges of equal area, each swept out in equal times.

 

Conservation

 

Conservation of Mechanical Energy: Mass on a Vertical Spring
This is a simulation showing a mass oscillating on the end of a spring. The kinetic energy, gravitational and elastic potential energies are shown in bar graph form. Adjust the mass and the spring constant, then hit the RUN button. Observe the various forms of energy using the bar graphs.
Momentum & Energy: Elastic and Inelastic Collisions
This is a simulation of a collision in one dimension between two masses initially sliding toward each other on a frictionless surface. Explore conservation of energy and momentum, as well as elasticity and relative velocity. Adjust the initial velocities, masses of the boxes, and elasticity with the sliders. Use the buttons to run, pause, and reset the simulation.
Momentum & Energy: Explosive Collisions
This is a simulation of two masses initially sliding or stationary on a frictionless surface with an explosive charge between them. Explore conservation of energy and momentum. Adjust the initial velocity, masses of the boxes, and explosive energy with the sliders. Use the buttons to run, pause, and reset the simulation.
The Ballistic Pendulum
This is a simulation of a ballistic pendulum. A ballistic pendulum is a device used to determine the speed of a bullet. Follow the instructions below the simulation window.
Ballistic Pendulum "Quiz"
Same as the simulation above, except the initial velocity is not shown - it must be determined by the user.
Dropping a Mass on Another Oscillating Mass
This is a simulation of a mass oscillating on the end of a spring, which then has another mass dropped onto it. You can choose to have the mass drop when the oscillating mass is at its equilibrium position or at its maximum displacement from the equilibrium. You can also use the slider to adjust the mass of the object being dropped. Watch how the amplitude and period of the oscillation change when the mass is dropped. Also look for the effect on the total mechanical energy of the mass-spring system. Think about the differences between the situation where the mass is dropped at the equilibrium position vs. when it is dropped at the maximum displacement from the equilibrium.
Center of Mass: Person on a Floating Raft
This is a simulation of a person walking on a floating raft. Use the sliders to adjust the mass of the raft, the mass of the person, and the animation speed. Use the buttons to start, pause, or reset the animation.

 

Rotation

 

Rolling Motion Basics + Cycloids
This is a simulation of rolling motion. Students can see the cycloid shape traced out by a point on as rolling object and explore the nature of the point's velocity.
Rotation, Sliding, Rolling, and Friction
Simulation of rolling with and without slipping. Users can change the type of object (solid sphere, solid cylinder, etc.), the mass, the radius, the coefficient of friction, and the initial velocity. You can view a realistic animation of the rolling with slipping and watch as it changes to pure rolling without slipping.
Rotation: Rolling Motion
In this simulation, the user can explore the rolling motion of various objects. Use the check boxes to select one or more objects. Use the mass and radius sliders to adjust the mass and radius of the object(s). Use the Incline Angle slider to adjust the angle of the incline. Use the Run, Pause, and Reset buttons to control the animation, and the speed slider to adjust the animation speed.
Moment of Inertia: Rolling and Sliding Down an Incline
This is a simulation of five objects on an inclined plane. The cube slides without friction, the other objects roll without slipping. The different mass distributions cause the rolling objects to have different rotational inertia, so they roll down the incline with different accelerations.
Rotational Inertia and Torque
This is a simulation of a circular object mounted on an axis through its center with a constant torque applied. Objects with varying rotational inertia (solid sphere, spherical shell, solid cylinder, cylindrical shell) can be chosen, and the mass and radius of the object can be adjusted.
Rotational Inertia Lab (choice of three scenarios)
This simulation is actually three simulations in one. Students can experiment with a rotating object with various forces applied to it. They can choose a single constant force, a tension force caused by a single falling mass, or an at wood's machine type situation with two hanging masses. Many factors can be adjusted, including all masses, the radius of the rotating object, and the mass distribution of the rotating object.
Equilibrium Problem: Bar Supported by Cable
This is an adjustable equilibrium problem involving a uniform bar with a mass on it. The bar has an axis at its left end and is supported at its right end by a cable. The mass of the bar and box, the length of the bar, the position of the box and the angle of the cable can all be adjusted. Use the given quantities to determine the tension in the cable. Check your free body diagram, equations, and your determined tension.
Angular Momentum Collision
This is a simulation involving a ball of clay that is thrown at a thin vertical bar with an axis at its top end. The ball collides with and sticks to the bar, and the bar begins to rotate.
Shooting Bullets Vertically Upward into Two Wood Blocks
This is a simulation of two identical guns firing bullets vertically upward into identical wood blocks. One gun fires directly into the center of mass of the wood block, the other gun can shoot anywhere into the block. So, one block rises without spinning, the other one spins as it rises. Which block will rise higher after being shot?
Angular Momentum: Person on Rotating Platform
This is a simulation of a rotating solid cylindrical platform with a person on top. Adjust the mass of the platform and person, and the radius of the platform and the person's path, to see how these changes affect the angular velocity of the system and the centripetal force needed to hold the person on the platform.

     

 

 

Gas Laws and Thermodynamics

    

Molecule Model

These simulations shows 2, 3, 4, 5 or 6 masses connected springs and free to move in 2 dimensions. You can change parameters in the simulation such as gravity, mass, spring stiffness, and friction (damping). You can drag any mass with your mouse to change the starting position. Click the corresponding buttons for various combinations of parameter settings. Can you find all the stable configurations?

http://www.myphysicslab.com/molecule2.html

http://www.myphysicslab.com/molecule3.html

http://www.myphysicslab.com/molecule4.html

http://www.myphysicslab.com/molecule5.html

http://www.myphysicslab.com/molecule6.html

 

Gas Molecules Simulation Applet. Demonstrates the kinetic theory of gases.

This applet is a simulation that demonstrates the kinetic theory of gases. The color of each molecule indicates the amount of kinetic energy it has. The applet may seem very slow on some platforms, far too fast on others. Press "Reset" to reset the positions and velocities of the molecules to random values. Pressing "Reset to Equal" will cause the velocities to all be the same, although they won't stay that way for long. "Reset to Extreme" will reset half the molecules to a single large velocity and the other half to a small velocity; again, they won't stay that way for more than a fraction of a second. "Set Wall Temp" will set the temperature of the walls to be the same as that of the heater. The volume slider controls the volume of the container. The Heater Temperature slider controls the heater at the bottom of the screen; if the temperature is high, the heater is more likely to give a large kinetic energy boost to molecules that hit it. If the temperature is low, the heater becomes a refrigerator; it removes kinetic energy from the system. The gravity slider controls gravity. At the bottom of the screen is a velocity histogram showing the distribution of velocities of the molecules. Again, color is used to indicate velocity; velocities increase as you go to the right on the graph. The height of the velocity bars shows the number of molecules that have that velocity. The scale of the graph changes constantly so watch the colors to orient yourself. The behavior of the molecules when the volume of gas is diminished is not realistic, of course. This applet badly needs updating.

http://www.falstad.com/gas/

    

  

Fluids, Hydrodynamics

   

Flows of Vector Fields

Here is a demonstration of the flow of a vector field. You may choose a vector field from the pull down menu. In the graphing area, select a rectangular region by clicking and dragging. When you release, you will see how the rectangle moves under the flow.

The change in the area of the rectangle is described by the divergence of the vector field while the rotation of the sides is described by the curl.

http://www.sunsite.ubc.ca/LivingMathematics/V001N01/UBCExamples/Flow/flow.html  

   

  

Buoyancy
Buoyancy simulation. Use the sliders to adjust the density of the fluid, the density of the object, and the viscosity of the fluid. Press the "Run" button to start or resume the animation, the "Pause" button to pause the animation, and the "Reset" button to reset the simulation to its initial values. Sliders can be adjusted as the animation runs.
Fluid Dynamics and the Bernoulli Equation
This is a simulation made to help students get an understanding of the Bernoulli equation for flowing fluids. This is a simulation of an incompressible fluid flowing from left to right through a pipe. In the simulation you can adjust the height, pressure, velocity, and radius of the pipe for the fluid flowing in the left side of the pipe. You can also adjust the height and radius of the right side of the pipe. The velocity and the pressure in the right side of the pipe can be calculated using the Bernoulli equation. After they have been calculated, they answers can be checked by marking the checkbox in the top right corner of the simulation.

 

Oscillations

   

Simple Harmonic Motion. Extend or compress the spring (by dragging the mass on the end of the spring) and let go.  When you let go, you will see the resulting cosine curve. Change the spring constant (k). How does this change the motion? How does this change the cosine function? What is the relationship between k and the frequency? What is the relationship between the mass m, the frequency and the amplitude?

http://www.intmath.com/TrigGrph/5_ApTG.php

 

Single Spring

This simulation shows a single mass on a spring, which is connected to a wall. This is an example of a simple linear oscillator. You can change parameters in the simulation such as mass, spring stiffness, and friction (damping). You can drag the mass with your mouse to change the starting position. Observe energy balance and multiple graphs.

http://www.myphysicslab.com/spring1.html

 

Double Spring

This simulation shows two springs and masses connected to a wall. If you've ever played with an oscilloscope you've probably seen curves like these. They are called Lissajous curves and are generated by simple sine and cosine functions. You can change parameters in the simulation such as mass or spring stiffness. You can drag either mass with your mouse to set the starting position. Observe multiple graphs.

http://www.myphysicslab.com/dbl_spring1.html

 

Coupled Oscillations. We have two springs with different sized masses connected and hanging vertically. While holding the top mass still, we pull down the bottom mass. Then we let go of both masses and allow the system to move freely. A motion sensor is connected to a computer and we can see the resulting movement of the masses as time progresses. In this Flash interactive, you can reset the motion at any time and get a different set of resulting graphs. Just click on the round button at the bottom.

http://www.intmath.com/TrigGrph/6_CoTa.php#dubsprings

 

Coupled Oscillators

Two mass-spring oscillators are coupled together by a stretchy cord.

http://www.kettering.edu/~drussell/Demos/coupled/coupled.html

 

Oscillations
Simple Harmonic Motion animation relating SHM to uniform circular motion.

 

Coupled Oscillations. Demo. This java applet is a simulation that demonstrates the motion of oscillators coupled by springs. The oscillators (the "loads") are arranged in a line connected by springs to each other and to supports on the left and right ends. The mass of each load and the stiffness (spring constant) of each spring can be adjusted. At the top of the applet on the left you will see the string of oscillators in motion. By default, the number of loads is set to 5. To move the loads, click on one of them, drag it slightly to one side and then release it. Below the string you will see a graph showing each normal mode's contribution to the motion. There are two sets of terms; on top are the magnitude terms, which shows the amplitude of each normal mode, and on the bottom are the phase terms. Low-frequency modes are on the left and high-frequency modes are on the right. If you move the mouse over one of the modes, it will turn yellow, and the motion of the corresponding mode will be drawn underneath the line of oscillators in yellow (unless it's too small to see). So if you move the mouse over all the modes, you can see each of the terms individually. (One thing to keep in mind when looking at the magnitude of each mode is that the scale is not linear. If it were linear, it would look like the higher-frequency modes all had zero magnitude because their contribution is so small. For small magnitudes, the scale is logarithmic; then about 1/4 of the way up the scale it switches to linear. The same is true for negative magnitudes.) You can modify the motion of the string in one of two ways. You can click on it directly, or you can modify the normal modes. The Setup popup allows you to view some predefined interesting cases. The first two choices, 5 masses and 2 masses are very simple. The next two demonstrate weak coupling; in both cases, you will see that the load on the right will oscillate for a while, and then stop; meanwhile the one on the left will oscillate, and then will stop while the right one oscillates, etc. This is because the two active modes have frequencies that are very close, causing beats to occur. Another way to look at it is that energy is slowly transfered from the left load to the right and then back again. The Mouse popup controls what happens when you click on the string. The default setting is Pull string, which causes the load you click on to be pulled to either side. If you set the popup to Move load, you can edit the position of a single load without disturbing the others (until you release the mouse button). If you set it to Modify masses, you can modify the mass of one of the loads by clicking on it and dragging the mouse up or down. The size of the load will be changed to match its mass. If you set it to Modify springs, you can modify the spring constant of one of the springs by clicking and dragging up or down. Springs with a high spring constant have a reddish color. The Reset Positions button allows you to reset the positions of all the loads to equilibrium. The Reset Masses button allows you to reset the masses of all the loads to the default. The Reset Springs button allows you to reset the springs to the same spring constant. The Stopped checkbox allows you to stop or start the simulation. Occasionally two loads will collide, or one of the loads will hit the edge. If this happens, the loads involved will turn red briefly, and the normal modes will be changed to match the new motion of the string. By default, the loads will collide inelastically, causing them to move at the same velocity until they are pulled apart by springs. The Elastic Collisions checkbox allows you to change this so that they collide elastically. When the Lissajous Figures checkbox is checked, and there are two loads (or two active modes), then the amplitudes of these modes (their normal coordinates) will be plotted, producing a Lissajous figure. This makes the most sense for cases of weak coupling. The Damping slider controls how much damping there is. Damping is a force that slows the string down. It is proportional to the speed of the string, so high-frequency modes are damped more than lower ones. The Number of Loads slider will adjust the number of loads on the string. This can be set as low as one. If you reduce the number of loads then you also reduce the number of normal modes.

http://www.falstad.com/coupled/

 

Dangling Stick

This simulation shows a dangling stick, which is a massless rigid stick with a point mass on each end. One end of the stick is attached to a spring, and gravity acts. Click "show controls" and then you can change parameters in the simulation such as mass, gravity, and damping. You can drag either end of the stick with your mouse to change the starting position. The "reset" button puts the simulation in a motionless equilibrium. Scroll down to see the math!

http://www.myphysicslab.com/dangle_stick.html

 

Oscillating Membrane Demo.This java applet is a simulation of waves in a rectangular membrane (like a drum head, except rectangular), showing its various vibrational modes. To get started, double-click on one of the grid squares to select a mode (the fundamental mode is in the upper left). You can select any mode, or you can click once on multiple squares to combine modes. Also try clicking on the membrane itself and dragging up or down. Click "Full Directions" for detailed directions.

http://www.falstad.com/membrane/ or http://www.falstad.com/membrane/j2/

 

Lissajous Figures

Lissajous (pronounced LEE-suh-zhoo) figures were discovered by the French physicist Jules Antoine Lissajous. He would use sounds of different frequencies to vibrate a mirror. A beam of light reflected from the mirror would trace patterns which depended on the frequencies of the sounds. Lissajous' setup was similar to the apparatus which is used today to project laser light shows. Before the days of digital frequency meters and phase-locked loops, Lissajous figures were used to determine the frequencies of sounds or radio signals. A signal of known frequency was applied to the horizontal axis of an oscilloscope, and the signal to be measured was applied to the vertical axis. The resulting pattern was a function of the ratio of the two frequencies. Lissajous figures often appeared as props in science fiction movies made during the 1950's. One of the best examples can be found in the opening sequence of The Outer Limits TV series. ("Do not attempt to adjust your picture--we are controlling the transmission.") The pattern of criss-cross lines is actually a Lissajous figure. The Lissajous Lab provides you with a virtual oscilloscope which you can use to generate these patterns. (You will control the horizontal. You will control the vertical.) The applet also allows you to apply a signal to modulate the hue of the trace, so you can create colorful designs.

http://www.math.com/students/wonders/lissajous/lissajous.html

 

   

 

Waves, Light

   

http://www.falstad.com/loadedstring. Demo. This java applet is a simulation that demonstrates standing waves on a vibrating string (a loaded string, to be precise). To set the string in motion, click "Center Pluck" or "Fundamental", or click on the string.

Below the string you will see a graph showing each normal mode's contribution to the string's vibration. There are two sets of bars; on top are the magnitude bars, which shows the amplitude of each normal mode. These bars can be adjusted with the mouse, or you could double-click on one to isolate a particular mode.

http://www.falstad.com/loadedstring/

 

2-D Waves Applet. Demo. This java applet is a simulation that demonstrates scalar waves (such as sound waves) in two dimensions. It demonstrates the wave principles behind slit diffraction, zone plates, and holograms. To get started with the applet, just go through the items in the Setup menu in the upper right. Click "Full Directions" for detailed directions.

http://www.falstad.com/wave2d/

 

3-D Waves Applet. Demo. This java applet is a simulation that demonstrates scalar waves (such as sound waves) in three dimensions. It shows point sources, line sources, and plane waves, and also demonstrates interference between sources. When the applet starts up you will see red and green waves emanating from two sources in the center of a cubic box. The wave color indicates the acoustic pressure. The green areas are negative and the red areas are positive. Rotate the box with the mouse to view it from different angles. To get started with the applet, just go through the items in the Setup menu in the upper right. Click "Full Directions" for detailed directions.

http://www.falstad.com/wavebox/

 

Simple Harmonic Motion, Circular Motion, and Transverse Waves
This simulation is an exploration of the relationships between Simple Harmonic Motion, Uniform Circular Motion, and Transverse Wave Motion.
Simple Harmonic Motion: Mass on a Spring
This simulation shows the oscillation of a box attached to a spring. Adjust the initial position of the box, the mass of the box, and the spring constant. Use the Run, Pause, Reset, and Step buttons to examine the animation. Check or uncheck boxes to view/hide various information.
Oscillation Graphs Quiz
In this "quiz" you will be shown a motion graph for an oscillating object. It can be a position, velocity, acceleration, or net force graph - each graph is vs. time. From four other graphs of a different aspect of the object's motion, you must choose the one that matches the motion shown in the original graph. After you check you answer you can create a new randomly selected graph and try again, over and over.
Simple Harmonic Motion Tutorial
This is a multi-step tutorial on Simple Harmonic Motion, showing derivations of the equations for position, velocity, acceleration, and period of an object in simple harmonic motion.
Waves Tutorial
This is a multi-page tutorial on the basics of mechanical waves. It incorporates many of the simulations listed separately in this menu, but also includes many animations and a lot of general information about waves. Each page has links at the bottom that lead you to the next (or previous) page in the tutorial.
Wave Pulse Interference and Superposition
This simulation allows students to observe the superposition of two wave pulses of varying height and width. This is an animated simulation of the superposition of two waves pulses. The sliders can be used to change the height and width of the pulses, as well as the animation speed. Use the buttons to start or stop the animation.
Wave Pulse Interference and Superposition 2
This is a simulation of two wave pulses moving along the same string in opposite directions. When the two pulses overlap, their sum is shown on the bottom black string. The sum at any given point along the string is simply the sum of the displacements from equilibrium of each of the individual pulses at that point. This is called the principle of superposition.
Wave Pulse Superposition Practice
This is a simulation of the interference of two wave pulses on a string. Choose the shapes of the pulses either by manually moving the orange and blue points up or down or by selecting from the gallery of pre-set pulse shapes on the right. To practice pulse addition, uncheck the "Choose Pulse Sum" check box, and select the "Draw Your Own" checkbox. Move the pulses manually so that they partially or completely overlap. Now move the green points to make your prediction of the shape of the sum of the two pulses. When you think you have the correct shape, choose "Show Pulse Sum" to see if you were correct. Note: the green dots can be moved left and right as well as up and down.
Superposition of Transverse Waves
Simulation of the superposition of two waves moving in the same medium.
Longitudinal Waves
Animated longitudinal travelling and standing waves.
Longitudinal and Transverse Wave Basics
This simulation shows standing waves both on strings and in open and closed air columns. Use the buttons to choose waves on a string or waves in air columns, as well as the particular harmonic. Use the check boxes to show or hide the transverse and longitudinal displacement waves, as well as the pressure variation wave.
Standing Waves
This is a simulation of two cars moving in one dimension. You can adjust the initial position, initial velocity, and acceleration of each of the cars. When the run button is pressed, you can watch an animation of the motion of the cars and also see the position vs. time graph for each of the cars.
Standing Waves on Strings
Simulation of standing waves on strings. Use the sliders to adjust the vibrational frequency, the linear density of the string, and the string tension.
Wave Pulse Reflection (Free & Fixed Ends)
This is a simulation of a wave pulse bouncing off the end of a string. The string's end can be fixed or free, and there are options for showing the undisturbed incident and reflected waves.
Air Column Resonance
This simulation is intended to show how the process of sound wave resonance in air columns works.
Air Column Resonance with Longitudinal Waves
This is a another simulation of sound wave interference in air columns. This version of the simulation allows you to look at the longitudinal version of the first two standing waves. As with their transverse counterparts, when these two longitudinal waves align perfectly, resonance occurs. Adjust the slider to find the various resonances and look for the relationship between the length of the tube and the wavelength of the wave. Note that this relationship depends on whether the far end of the tube is open or closed.
The Doppler Effect & Sonic Boom
Explore the Doppler Effect for sound and Sonic Boom. Use the sliders to adjust the speed of the sound source and the sound observer.
Surface Wave Interference in 3D
This is a 3D simulation showing the interference of surface waves (like waves on water). View from various angles and adjust the frequency, amplitude and distance between the two wave sources.
Surface Waves
This is a simulation of a surface wave. Use the sliders to adjust the amplitude, wavelength, and speed of the wave. Use the checkbox to show that the particle motion in the wave is circular.

 

  Sound Simulation

http://www.cs.ubc.ca/spider/kvdoel/sound_demo6.html

 

The Doppler Effect: Source

Adjust the slider to change the speed of the police car. (Watch for details in the background that change on each pass....)

http://www.colorado.edu/physics/2000/applets/doppler.html

 

Box Modes Applet: acoustic standing waves in a 3-d box.

At the top of the applet on the left you will see the box, oscillating in its fundamental mode. Below the box you will see a series of grids showing each normal mode's contribution to the vibration. In each grid, the modes are laid out in the following order:

0,0,p

1,0,p

2,0,p

...

0,1,p

1,1,p

2,1,p

...

0,2,p

1,2,p

2,2,p

...

...

...

...

...

and each grid has a different value of p, as shown below:

p=0

p=1

p=2

p=3

p=4

p=5

p=6

p=7

So for example, the top left corner in the top left grid is the 0,0,0 mode, and the top left corner in the bottom right grid is the 0,0,7 mode.

The notation m,n,p refers to the mode having an acoustic pressure proportional to cos(mx)cos(ny)cos(pz), where x ranges from 0 to pi. Each element of the grid has a color which indicates the presence or absence of the mode it represents. Black means the mode is not present; green means the mode is present with a positive coefficient, and red means it is present with a negative coefficient. In addition, each mode may have a phase shift, which indicates that its oscillatory cycle leads or lags the others. This is indicated by a blue line (see details on the web page).

http://www.falstad.com/modebox/

 

Light

 

Image Formation with Convext Lenses

https://ophysics.com/l20.html

 

Light Mixing
Mix colors of light with adjustable brightness. Drag the circles to experiment with mixing colors of light. Use the sliders to change the light intensities.
Color Pigment Mixing
Mix colors of light with adjustable brightness. Drag the circles to experiment with mixing colors of light. Use the sliders to change the light intensities.
Polarization of Light
This is a simulation intended to help visualize polarization. A polarizing filter has a particular transmission axis and only allows light waves aligned with that axis to pass through. In this simulation unpolarized waves pass through a vertical slit, leaving only their vertical components. This vertical transverse wave approaches a vertical slit. If the slit is rotated, only a component of the wave can pass through. If the slit is rotated 90 degrees, the wave is stopped completely.
Double Slit Diffraction and Interference
This is a simulation of light being diffracted by a double slit, intended for anyone looking to learn about diffraction and interference. Use the sliders to change the wavelength of the light, the distance between the slits, the distance to the screen, and the height of the point where the waves come together on the screen. You can use the checkboxes to choose between dots representing crests or troughs on the red wave, in order to look for constructive or destructive interference
Double Slit Interference
This is a simulation of diffraction of light by a double slit. Use the sliders to adjust the distance between the slits and the wavelength of the light. Use the checkboxes to show or hide the wavefronts, maxima, and vertical scale. Use the Show Interference Pattern button to create the interference pattern that would be seen on the screen. Note that the distances in the simulation are all very small, so that you can see the wavelength separations. The y distances shown in the scale and the distance from the slits to the screen (L) are proportional, so they can just be thought of as meters or any other convenient unit.
Diffraction Grating Laser Lab
This is a simulation of a typical laser diffraction lab set up. Examine the set up in the 3D window, it shows a laser, a diffraction grating, and a screen. Use the checkbox to place the grating in front of the laser, and look at the pattern of dots that appear on the screen. Use the sliders to change the distance from the grating to the screen, the number of lines per millimeter in the diffraction grating, and the wavelength of the laser. Use the diagram of the screen in the top window to analyze the numerical positions of the dots on the screen using diffraction equations.
Thin Film Interference
This is a simulation of thin-film interference. In thin-film interference, light waves reflect of the front and back surfaces of a transparent thin-film. The two primary reflected waves interfere, sometimes constructively. Use the sliders or input boxes to adjust the index of refraction of the material in front of the thin film, the thin film, and the material behind the thin film, as well as the thickness of the thin film and the wavelength of the incoming light.
Reflection and Refraction
A basic simulation showing refraction and reflection of a light ray. This is a simple simulation showing the reflection and refraction of a ray of light as it attempts to move from one medium to another. Use the sliders to adjust the index of refraction of each of the two materials, as well as the angle of incidence (the angle between the incident ray of light and the normal to the surface). Use the check boxes to show or hide various information.
Dispersion of Light
Prism color dispersion, ala Pink Floyd. Move the white dot to change the orientation of the incident ray of white light. Use the sliders to adjust the index of refraction of the surrounding materila (n1), the red light index of refraction of the prism (nred), and the percent difference between the index of refraction of the prism for red light and the index of refraction of the prism for violet light (% Difference).
Plane Mirrors
This is a simulation of image formation in a plane mirror. Move the top or bottom of the red arrow to see the effect on the image.
Concave and Convex Mirrors
Simulation of image formation in concave and convex mirrors. Move the tip of the Object arrow or the point labeled focus. Move the arrow to the right side of the mirror to get a convex mirror.
iPad Spherical Mirror Simulation
Concave and Convex Mirror Simulation optomized for use on mobile devices.
Concave and Convex Lenses
Simulation of image formation in concave and convex lenses. Move the tip of the "Object" arrow to move the object. Move the point named " Focus' " to change the focal length. Move the point named " Focus' " to the right side of the lens to change to a concave lens.
Lens Simulation for iPad
Concave and Convex Lens Simulation optomized for mobile devices.
Lens Refraction and Spherical Aberration
Simulation of refraction and spherical aberration for lenses. This simulation shows realistic refraction of parallel rays passing through a convex lens with spherical surfaces. Unlike the Convex and Concave Lenses simulation, where all the bending occurs at the center of the lens and all parallel rays pass exactly through the focus, this simulation uses Snell's law to determine the actual amount of bending at each of the surfaces of the lens. You can adjust the amount of curvature for each side of the lens, the index of refraction of both the lens and the material surrounding the lens, and the zoom level. The fact that the parallel rays do not converge at a single point is due to spherical aberration.
Lenses & Chromatic Aberration
Simulation showing chromatic aberration of lenses. This simulation shows the bending of red and violet rays from either end of the visible spectrum as it occurs in lenses. Use the sliders to adjust the radii of the spherical lens surfaces and the index of refraction of the lens. Use the buttons to zoom in or out.
2D Image Formation by Lenses
This is another simulation showing images formed by concave and convex lenses, but this one shows the images of two dimensional objects. Many lens simulations show the images formed by a simple one dimensional object, typically an arrow. This one allows you to see the images of two dimensional objects. move the circle, triangle and quadrilateral on the left side of the lens, change their size and shape, and watch the images formed on the right side of the lens. Move the point labeled " F' " to change the focal length of the lens. Move " F' " to the right side of the lens to change from a convex to a concave lens.
Optics of the Human Eye
This is a simulation demonstrating the optics of the human eye. It also shows how various lenses can be used to correct for faulty vision. Be aware that it is a simplified version of what actually happens. In the simulation, there is no bending when light moves from the air into the eye (when most of the actual bending happens). Instead, in the simulation only the bendings that happen in the lens of the eye (or in the corrective lenses) is shown
Rainbow Formation
This simulation is intended to help students understand some of the phenomena involved during the formation of rainbows.
Rainbow Formation in 3D
This is a 3D simulation of the processes involved in the formation of a rainbow.
AP Physics 2 Refraction Problem
This is a simulation based on a problem on the publicly released 2015 AP Physics 2 exam. I used the actual indices of refraction given in the problem, and made the simulation to the same scale as used in the problem. The simulation shows why you see two dots at the bottom of the glass when the original angle of incidence is small enough. It also illustrates why the second dot gets brighter when the critical angle of incidence is reached at the liquid-air interface. The simulation also shows that the part of the problem about why the second dot disappears is misleading. The problem states that the second dot disappears due to total internal reflection, but you can see in the simulation that the second dot would actually disappear due to its ray not hitting the bottom of the glass container long before the critical angle for the glass-liquid interface is reached.
Image Formation with Convex Lenses
This is an new simulation that can be used to explore image formation using a convex lens. Unlike the other convex lens simulations on this site, it allows you to zoom in and out to adjust the scale, a choice of dark or light background, and a view choice with many rays of light.

 

 

   

   

Atomic Physics

   

Bohr's Theory of the Hydrogen Atom

This applet illustrates a hydrogen atom according to particle or wave model. You can choose a principal quantum number n. The right part of the graphics represents the energy levels of the atom. Right down at the bottom you can read off the orbital radius r and the total energy E.

If you try to vary the orbit's radius with pressed mouse button, this will generally lead to a non-stationary state. You can realize that by using the option "Wave model": The green wavy line which symbolizes the de Broglie wave will not be closed in most cases. Only if the circle's circumference is an integer multiple of the wavelength (blue), you will get a stationary state.

http://www.physics.umd.edu/courses/Phys111/goodman/java/phe/bohrh.htm

 

Hydrogen Energy Levels
This is a simulation of an atomic energy level diagram of the hydrogen atom.

 

Contemporary Physics

 

Special Relativity. Demo. This applet demonstrates some physical effects of Einstein's Special Relativity. On the left is a graph of "space", in each experiment you will see objects moving through space here. On the right is a space-time diagram of all the objects and the observer. In general, BLUE = Object, RED = Observer.

*  Choose an experiment using the pull-down menu.

* Use the scrollbar to adjust the speed you would like the main object in the experiment to move at.

* Choose the frame you would like to see using the Switch Frames. The orthogonal axes in the Space-Time diagram are those of the rest frame's.

* Press START to begin experimenting.

* Press RESET to be able to restart a new experiment at a different speed.

* Press Java TA to run through the lesson for this applet.

http://www.cco.caltech.edu/~phys1/java/phys1/Einstein/Einstein.html

 

Finding the Speed of Light with Marshmallows

All you will need is a microwave and some marshmallows.

http://www.physics.umd.edu/ripe/icpe/newsletters/n34/marshmal.htm

   

   

   

Electricity and Magnetism

 

Coulomb's Law with Two Charged Objects
This is a basic simulation showing the force of attraction or repulsion between two charged objects. The charge on each object and the positions of the objects can be changed. The resulting forces are shown by force vectors, and the numerical magnitude is also shown.
The Millikan Oil-Drop Experiment
This activity allows students to simulate a simplified version of Robert Millikan's Oil-Drop experiment. Instructions are given under the simulation.
Electron Charge to Mass Ratio Lab
This is multi-step simulation of the experiment done by J. J. Thomson to determine the charge/mass ration for an electron.
Electromagnetic Waves
This is a simple animation representing an electromagnetic wave. The green vectors show the fluctuation of the electric field, the red vectors show the fluctuation of the magnetic field.
Electric Field & Potential
A simulation showing the electric field and electric potential map around a collection of point charges.
Electric Circuit with Four Identical Light Bulbs
This is a simulation of a combination circuit with a power supply, four identical light bulbs, and three switches. Open and close the switches and make predictions about the amounts of voltage across the bulbs, the currents through the bulbs, and the brightness of the bulbs (which is related the power each is dissipating as heat and light). Use the checkboxes to show or hide the voltages and currents.
Capacitor Lab
Simulation of a capacitor charging. Use the sliders to adjust the battery voltage, the resistor's resistance, the plate area, and the plate separation. Use the check boxes to open and close the switch, as well as turn the animation on one off. When animation is turned off, you can use the step buttons to advance time forward or backward in small steps.
Charged Particle in an Electric Field
This is a simulation of a charged particle being shot into a uniform electric field. Use the sliders to adjust the various quantities. Press run to shoot the particle into the field.
Charged particle in a Magnetic Field
This is a simulation of a charged particle being shot into a magnetic field. It can be used to explore relationships between mass, charge, velocity, magnetic field strength, and the resulting radius of the particle's path within the field. Use the sliders to adjust the particle mass, charge, and initial velocity, as well as the magnetic field strength.
Charged Particle in a Magnetic Field 3D
This is a 3D simulation of a charged particle moving in a magnetic field. Adjust the strength of the magnetic field, the particle mass, particle charge, and its initial velocity in the x and z directions using the sliders. Hit the RUN button to observe the path of the particle in the magnetic field.
Equipotentials & Electric Field of Two Charges
In this simulation you can adjust the charge and position of the two charges using the sliders or the input boxes. The sliders work, but do not work smoothly due to the complexity of the calculations - so you may be better off using the input boxes. Choose to view in 3D and the Electric Potential is shows as the third dimension. Choose the equipotential view and you'll see a 2D view with equipotential lines shown. In this view you can also choose to see vectors showing the direction of the electric field.
DC Motor
In this simulation of a DC motor, you can adjust the voltage, magnetic field, and the number of loops in the coil.
Electromagnetic Induction
In this simulation a current can be induced in a coil of wire by the motion of a bar magnet.