Motion Lab · How Friction Affects Speed
A 60 g car rolls down a wooden ramp and onto a surface. You choose the ramp height, the release point and how much mass the car carries. The timer starts when the car reaches the bottom. It records a time at each distance mark. Test all four surfaces, three trials each, and compare.
Copy these numbers onto your data sheet. Times are in seconds.
| Surface | Trial | Time to reach each mark (s) | ||||
|---|---|---|---|---|---|---|
No trials yet.
Average time to reach each distance, one line for each surface.
Step-by-step directions. Click to hide or show.
Key words and why the car slows down. Click to open.
When the car leaves the ramp, it is moving fast. Nothing pushes it forward after that. On the flat surface, friction is the force that slows it down until it stops. Different surfaces make different amounts of friction.
Why do three trials? Real measurements change a little every time. The car may be let go a tiny bit differently. The surface may have a small bump. One odd result could fool you. Doing three trials and using the average gives you a result you can trust more.
Why keep the ramp height, the release point and the mass the same? A taller ramp, or a release point higher up the ramp, gives the car more speed at the bottom. More mass makes the car a little faster too. If you change one of them and the surface at the same time, you can't tell which one changed the result. It doesn't matter which height, release point or mass you pick, as long as you keep them the same for every surface.
Does adding mass change the result? Only a little. More mass presses the wheels down harder, so friction pushes back harder. But a heavier car also has more inertia, so it is harder to slow down. Those two cancel out. The wheels also have to spin, and spinning takes some energy. A heavier car loses a smaller share of its energy to the spinning wheels, so it is a little faster.
The math the simulation uses. Click to open.
Speed at the bottom of the ramp. The higher the release point, the faster the car. Here h is how high the release point is above the counter (the box "Height of the release point" shows it). It depends on both the ramp height and how far up the ramp the car starts. The 0.96 means the ramp's own friction takes away a little of the car's energy on the way down.
Slowing down on the surface. Friction slows the car at a steady rate, a. A grabbier surface (bigger μ) slows it faster.
Time to reach a mark. The time t to roll a distance d after leaving the ramp:
Adding mass. The wheels spin, and spinning takes energy. In this model the wheels act like 8 g of mass that only soaks up energy. A car with total mass m keeps the share m ÷ (m + 8) of its energy for moving forward: 0.88 for the 60 g car, 0.97 for a 260 g car. So a heavier car's v is a little bigger. Its slowing, a, grows by the same share, so it stops in the same place, just a little sooner.
The μ for each surface (typical values for a rolling toy car):
Trial-to-trial wobble. Each trial changes the launch speed by about 1% and the friction by up to about 3%. That is why the three trials are close but not the same. Every computer also gets its own car and surfaces: the launch speed is up to 3% different, and each surface's friction is up to 3% different. They stay the same on that computer. That is why your times are a little different from a classmate's. Here g = 980 cm/s² and h is the height of the release point in cm.
Simplified model · g = 980 cm/s² · car 60 g plus any added mass · the timer starts at the bottom of the ramp