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>   Magnetism 3D Wins
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Magnetism 3D - Wins
Single User Shipped in 7 days
Cat.# PCI-9
$210.00 BUY
10 User Licence Shipped in 7 days
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30 User Licence Shipped in 7 days
Cat.# PCI-9L2
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Magnetic Field Simulator

Similar to Electrostatics 3D, Magnetism 3D is an interactive software program that allows students to study magnetic fields using a variety of stunning visualization methods. Magnetism 3D utilizes colorful two-dimensional and three-dimensional graphics to display the magnetic field for current-carrying straight wires, current-carrying wire loops, solenoids, and permanent magnets.

The three-dimensional graphics can be rotated in space about multiple axes for a true 3D perspective! The user is provided with a wide variety of simple to use tools that permit any desired configuration comprised of any number of objects to be created on-screen. Simply click the desired object from the toolbar, input the chosen parameters, and position the object on-screen.

Software Features:

  • View 2D & 3D magnetic field lines.

  • Choose from a variety of magnetic field generating objects that may be used in any combination including: current-carrying straight wires, current-carrying wire loops, solenoids (with or without an iron core), and permanent magnets.

  • All objects can be customized by inputting values such as current, length, radius, loops per centimeter..

  • View options include: 3D space, 3D topographic mapping, 2D surface, 2D color-coded mapping & linear integral convolution, and 2D iron filings.

  • Option to display on-screen magnetic field vectors indicating individual contributions from various objects and net magnetic field for any location.

  • Numeric display indicates strength of magnetic field at any location.

  • Option to display the path of a charged particle as it moves under the influence of the magnetic field. Select the charged particle's mass, charge and velocity.

  • Capability to explore Ampere’s law by drawing a closed path with the amount of current passing through the enclosed surface automatically calculated.

  • Designed for both high school and college physics courses.

System Requirements: Windows 95/98/NT/2000/Me/XP, 486 or Pentium class processor, 16MB RAM.

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After completing these activities, students should:

  • Use graphical methods to represent distance travelled, displacement, speed, velocity and acceleration.
  • Find the distance travelled by calculating the area under a speed-time graph.
  • Use the slope of a displacement-time graph to find velocity and the slope of a distance-time graph to find speed.
  • Use the slope of a velocity-time graph to find acceleration.
  • Explain how the four equations of motion are derived from the definitions of average velocity and acceleration.
  • Solve problems using equations of motion.
  • Qualitatively describe the motion of an object falling or being projected vertically in terms of displacement, velocity, acceleration and force.
  • Calculate displacement and velocity at any given time for an object falling or being projected vertically.
  • Calculate the time needed to reach any given point for an object falling or being projected vertically.
  • Qualitatively describe the motion of objects projected horizontally and at an angle to the horizontal, in terms of displacement, velocity, acceleration and force.
  • Calculate horizontal and vertical displacement and velocity for objects projected horizontally.
  • Calculate horizontal and vertical displacement and velocity for objects projected at an angle.

Lesson: Motion Graphs
These activities allow motion to be visualised in different ways. Vehicles move across the screen, showing uniform and accelerated motion. Their motion can be recorded as a pattern of dots (as produced by ticker-timers) and as graphs.

Lesson: Equations of Motion
The activities explain derivations, provide worked examples that can be stepped through, and supply problems to solve with model answers so that working can be compared.

Lesson: Vertical Motion
These activities use interactive animations to model the motion of objects falling or being projected vertically upwards and acted on by gravity only. Various features of the model can be controlled and a wide range of display options may be selected, providing access to information about displacement, velocity, acceleration and force at different times during the motion. Vectors and graphs of the motion can be displayed, and appropriate versions of the equations of motion for the scenario can be investigated.

Lesson: Projectile Motion
These activities investigate the projection of objects. The paths of projected balls and cannonballs are explored through animated simulations in which the speed of projection can be controlled, images showing how motion changes can be displayed, and vectors, graphs and formulae relevant to the motion selected can also be viewed. These features allow students to observe how each quantity of the motion varies and to relate the quantities to each other to see why that variation occurs. The animations allow students to make calculations of the motion and compare their answers with the motion as shown in the simulation.

System Requirements: Windows Pentium III class processor; Windows 95, 98, Me, NT 4.0, 200 & XP; 600MHz processor; 128 MB RAM; sound card; video display at 1024 x 768 resolution; 32 bit colour; 3D acceleration.

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Exploration of Physical Sciences - Volume 2 -  - Wins   Mac
Single User Shipped in 7 days
Cat.# PCI-3
$280.00 BUY
10 User Licence Shipped in 7 days
Cat.# PCI-3L1
$510.00 BUY
30 User Licence Shipped in 7 days
Cat.# PCI-3L2
$750.00 BUY

Comprehensive software library of physical science simulations designed
to provide a highly-investigative learning environment for
students at a variety of levels

Exploration of Physical Science: Simulation Library Vol. II is a vast collection of 100 computer simulations encompassing a full-range of physical science topics. Developed by Dr. Carroll and Dr. Amiri of Weber State University, the software program utilizes a conceptual approach to teach physical science principles. The simulations are categorized into three learning levels: 1) introductory,  2) intermediate, and 3) advanced; addressing the needs of introductory physical science, high school physics, and college physics courses. The multi-level learning feature gives the software package a great deal of flexibility to meet a wide range of student needs. The Simulation Library Vol. II collection significantly broadens the scope of the Volume I collection. 

Each simulation re-creates a real world physical event, with the student given full control over the relevant experimental variables. Experimental parameters are easily manipulated using an assortment of slider controls; physical behaviours are animated on-screen using graphics that employ rich colour and depth; and physical quantities are displayed using digital readouts, graphs, and histograms. Each simulation has a readily accessible help screen providing information on using the simulation.

The vast collection of simulations may be used in a variety of ways: (1) as an instructor lecture aid for demonstration purposes in front of the classroom, (2) for student use as a computer-based lab activity. Exploration of Physical Science simulations can be used to introduce a physical science concept, or serve nicely to reinforce and extend a lab (involving apparatus) that has already been performed.

The ready-to-run simulations and highly intuitive interface allows first time users to immediately use the simulations and begin exploring with no preliminary time investment - essentially providing a ready to go lab experience.

Simulations Contained in Volume 2

Forces and Motion - A car’s linear velocity and acceleration graphs; Racing cars: Distance, velocity, and acceleration; Galileo’s experiment: Falling and air resistance; Velocity and acceleration of a falling ball; Falling balls with air resistance; Free fall: Independence of velocity components; Throwing a banana to a falling monkey; Projectile motion: Horizontal and vertical motion; Projectile motion and acceleration; Trajectory of a ball with air resistance; Newton’s 1st law: Puck on moving ice sheet; Newton’s 2nd law: A dogsled race; Static and kinetic friction; Skidding cars and stopping distances; Air resistance with one parachute; Air resistance with two racing parachutes; Newton’s 3rd law: Two astronauts playing catch; Newton’s 3rd law: Rocket propulsion; Centre of mass of a drawn figure; Balancing people on a seesaw; Circular motion of a car on a race track; Circular motion of a sling: Tension and gravity; Angular momentum on a merry-go-round

Momentum and Energy - Jumping from a cart: Conservation of momentum; Inelastic car crash in two-dimensions; Energy conservation of a falling ball; Energy conservation on a loop-the-loop; Energy conservation of a pendulum; Energy conservation of a mass on a spring; Bouncing balls and the coefficient of restitution; Elastic & inelastic colliding balls in one-dimension; Colliding balls in two-dimensions; Energy conservation of a bungee jumper; Effect of friction on a car rolling on inclined surfaces; Effects of friction/air resistance on skiing snowman

Thermodynamics - The three phases of water and latent heat; The ideal gas law; Temperature, speed, and kinetic energy; The distribution of molecular speeds in a gas; Mixing in a box of gas particles; Entropy and the 2nd law of thermodynamics

Vibrations, Waves and Sounds - Simple harmonic motion and the sine function; Simple harmonic and circular motion; Resonance of a damped, driven mass on a spring; Normal modes: Two masses connected by springs; Wave addition: Frequency, phase, and amplitude; The superposition of waves on a rope; Standing waves & harmonics: Strings/Organ Pipes; The superposition of sound waves; The Doppler effect and sonic booms; Ripple tank interference

Electricity and Magnetism - Static electric charges on a hanging pith ball; Charging and discharging an electroscope; Electric field lines and vectors; Trajectory of a test charge in an electric field; A light bulb and battery; Electric circuits and Ohm’s law; Measurements of series and parallel circuits; The magnetic field of bar magnets; The magnetic field of a wire and solenoid; A proton in the Earth’s magnetic field; Magnetic force on a current-carrying wire; Electric dipole radiation

Light and Optics - Fizeau’s experiment and the speed of light; The polarization of light and polarizing filters; The refraction of waves at a boundary; The refraction of light by prisms and raindrops; Additive and subtractive mixing of colours; Light rays and the formation of a real image; Ray tracing: Lenses and mirrors (5 simulations); Single-slit diffraction of light; Interference of light waves from two slits; Double-slit interference and diffraction patterns

Relativity - The Michelson-Morley experiment; Relativity and simultaneity for a moving train
Length contraction; Time dilation; Racing trains: Newton’s vs. Einstein’s mechanics

Modern Physics - Radioactive decay; The photoelectric effect: Measuring 5 metals; Double-slit electron interference; Three models of the atom; The atomic nucleus and Rutherford’s experiment; Measurements of the quantum atom; The structure of matter: A salt crystal; The chemical bond

Astronomy - Retrograde motion in geocentric/heliocentric systems, Planetary motion: Kepler’s laws, The motion of a satellite orbiting Earth

Chaos and Fractals - Motion of a chaotic pendulum, Sierpinski triangle; Pythagorean Tree

Fluids - Measuring pressure in liquids; Mass, volume, density, and buoyancy

System Requirements: Windows: Windows 95/98/NT/2000/Me/XP, 486 or Pentium class processor, 16MB RAM. Macintosh: Mac OS 7.1 or higher, 68040/33 MHz processor, or higher (Mac OS 7.5 or higher for PowerPC).
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Amusement Park Physics - Wins
Single User Shipped in 7 days
Cat.# PCI-5
$230.00 BUY
10 User Licence Shipped in 7 days
Cat.# PCI-5L1
$400.00 BUY
30 User Licence Shipped in 7 days
Cat.# PCI-5L2
$590.00 BUY

Digitised Video Collection and Motion Analysis

Amusement Park Physics is a complete stand-alone software program that includes everything needed for detailed motion analysis of a wide variety of amusement park rides. The package includes a comprehensive collection of digitally imaged amusement park rides taken from a variety of amusement parks across the United States. Motion analysis in performed using World-in-Motion software - now included with the package.

With Amusement Park Physics, students can investigate the exciting real world physics of amusement park rides. Having gathered position-time data from a number of frames in the digitised video clip, the motion of the ride can be fully studied: time, displacement, velocity, acceleration, momentum, force, and energy can all be readily measured. Students can discover the magnitude of acceleration, or “g’s”, experienced by riders; a roller coaster’s conversion of gravitational potential energy into kinetic energy; and the role of centripetal forces on the motion of rotating rides.

In addition to studying amusement park rides, use World-in-Motion to analyze your own video clips. With World-in-Motion, virtually any motion event that can be captured with a camcorder can be brought into the software for motion analysis, including one-dimensional, two-dimensional, circular, oscillatory and rotational motion.

  • Amusement park rides from numerous amusement parks across the United States, including Six Flags Magic Mountain in California, Six Flags Great America in Illinois, Valley Fair in Minnesota, and Six Flags over Texas.
  • Ideally suited as a preparation or follow-up activity for Amusement Park Physics Day.
  • High quality digitised clips at full screen resolution (640 x 480).
  • Motion Analysis Software included.
  • Includes teacher guide with student activity sheets.

System Requirements: Windows 95/98/NT/2000/Me/XP, 486 or Pentium class processor, 16MB RAM.

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Dynamics I - Wins
Site Licence Shipped in 7 days
Cat.# MSP-16
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After completing these activities, students should:

  • Outline the relationship between speed, velocity, acceleration and force for various combinations of forces.
  • Explain what is meant by 'resultant force' and understand its relationship to acceleration. Give the meaning of 'acceleration'.
  • Explain how variations in forces and masses can affect acceleration both in situations where friction is operating and in those when it is not.
  • Describe the effect of frictional force on motion.
  • Understand the relationship between speed, velocity, acceleration and force for various combinations of forces.
  • Know what is meant by 'resultant force' and understand its relationship to acceleration.
  • Know the meaning of 'acceleration'.
  • Be able to explain how variations in forces and masses can affect acceleration both in situations where friction is operating and when it is not.
  • Understand the effect of frictional force on motion.
  • Be able to state each of Newton 's laws of motion.
  • Be able to define, recall and use (linear) momentum as the product of mass and velocity.
  • Be able to define force as the rate of change of momentum, and use this definition in situations where mass is constant.
  • State the principle of conservation of momentum.
  • Use the principle of conservation of momentum in simple applications, including elastic and inelastic interactions between two bodies in one dimension, and separation of an initially stationary body into two parts.

Lesson: Force, Mass and Acceleration
These activities provide animated screens that present opportunities to investigate forces that act and the sort of motion which will result in a range of scenarios. They provide an interactive means of studying practical examples of the physical principles that are expressed in Newton 's first and second laws, rather than concentrating on formal statements. The activities also provide practice in the use of the laws to analyse motion.

Lesson: Newton's Laws of Motion
Detailed definitions of Newton 's laws of motion are given and a number of different interactive scenarios are then presented to explore the practical implications of each law.

Lesson: Vertical Motion
These activities allow momentum to be examined. Interactive screens with animated graphics enable students to explore collisions and explosions involving two toy trucks. Students can manipulate mass, velocity, elasticity and energy to investigate how altering these variables affects the results. In this way, they can obtain a solid qualitative grasp of how bodies collide. Studying the values of momentum and kinetic energy extends this to a quantitative understanding, which allows the outcome of an event to be predicted mathematically.

System Requirements: Windows Pentium III class processor; Windows 95, 98, Me, NT 4.0, 200 & XP; 600MHz processor; 128 MB RAM; sound card; video display at 1024 x 768 resolution; 32 bit colour; 3D acceleration.

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