Controls
Scene
Direction of the trains
Point of view
Readings
- Relative speed
- 35.0m/s
- Relative speed (km/h)
- 126.0
- Total length, L₁ + L₂
- 250m
- Time to pass completely
- 7.14s
- Velocity of B in this view
- -35.0m/s
How to use this simulation
- Start in the Two trains scene with the defaults: A at 20 m/s and B at 15 m/s in opposite directions. The relative speed reads 35 m/s, which is 126 km/h.
- Switch the direction to Same direction. Watch the relative speed drop to the difference of the two speeds. Make B slower than A and the crossing time becomes "never".
- Choose "From train A". Train A freezes on the screen and the milestones slide backwards. B now moves at exactly the relative velocity.
- Open the River crossing scene. Leave the heading at zero and read the drift: aiming straight across does not land you straight across.
- Pick the goal "Shortest path". The simulation tilts the swimmer upstream by sin θ = u/v and the landing point lines up with the green dashed line.
- Raise the current above the swimmer's speed. The straight crossing becomes "not possible" and the readings show the least drift you can manage instead.
The train next door seems to roll backwards
You sit in a train at a station. The train on the next track starts moving, and for a moment you are sure that your own train is rolling backwards. Then you look at the platform, see it standing still, and the feeling collapses. What happened? Nothing moved except your point of view.
That little shock is the whole subject. Motion is never measured against nothing. It is measured against something: the ground, a train, the water of a river. Change that something and the same journey gets a different speed. This is what physics calls relative velocity.
Why does it matter for exams? Because two kinds of problems keep coming back. In one, two trains pass each other and you must find how long the crossing takes. In the other, a swimmer or boat crosses a river and you must find the time, the drift or the angle. Both look different. Both are the same subtraction.
Velocity depends on who is looking
Take two objects A and B, both measured against the ground. The velocity of A as seen from B is v(A relative to B) = v(A) − v(B). In words: take what A does, then take away what B does. If you are riding with B, B has no motion in your eyes, so everything else loses B's motion too.
On a straight line, directions become signs. Call right positive. A train going right at 20 m/s has +20; a train going left at 15 m/s has −15. Then A seen from B is 20 − (−15) = 35 m/s. The minus sign did the work for us, and that is why we write signs rather than guess "add" or "subtract".
Notice the symmetry. B seen from A is the exact opposite, −35 m/s. Same speed, reversed direction. That is natural: if the other train approaches you at 35 m/s, you approach it at 35 m/s too.
v(A rel. B) = v(A) − v(B)Velocity of A as seen by B, with signs
v(B rel. A) = −v(A rel. B)Swap the observer and the sign flips
v(A rel. ground) = v(A rel. B) + v(B rel. ground)Adding velocities through a middle frame
Words you must know
These terms appear in every question on the topic. Learn the meaning and the unit together.
| Term | Plain meaning | Unit |
|---|---|---|
| Relative velocity | Velocity of one body as seen by another | m/s |
| Frame of reference | The viewpoint (ground, train, water) the motion is measured from | none |
| Relative speed | Size of the relative velocity, direction ignored | m/s |
| Heading angle, θ | The angle the swimmer points, measured from straight across | degree |
| Drift | How far the current carries you along the bank | m |
| Resultant velocity | Vector sum of swimmer and current, seen from the bank | m/s |
| Crossing time | Time from first contact to the tails clearing each other | s |
Two trains: same direction or opposite
Here is the rule in one line. When the trains move in opposite directions the speeds add. When they move in the same direction the speeds subtract. That is it. It comes straight from the formula above: the signs of the two velocities are the same or different.
Why does it feel right? Drive past an oncoming bus on a highway and the bus seems to flash by. Overtake a slow truck going your way and you seem to creep past it for ages. The truck looks slow only because you are nearly as fast as it.
The table uses four pairs of speeds. Each number is worked out by code from the same formulas the simulation runs, so you can type any pair into the sliders and match the readout. Notice the third row: two trains at the same speed in the same direction have relative speed zero. One never gets past the other, and the simulation says "never".
With the defaults A = 20 m/s and B = 15 m/s, opposite directions, the relative speed is 20 + 15 = 35 m/s. Convert it for a feel: 35 m/s is 126 km/h, which is why two trains at a crossing look so frighteningly fast.
| Speed of A (m/s) | Speed of B (m/s) | Same direction: relative speed (m/s) | Opposite: relative speed (m/s) |
|---|---|---|---|
| 20 | 15 | 5 | 35 |
| 30 | 10 | 20 | 40 |
| 25 | 25 | 0 | 50 |
| 40 | 15 | 25 | 55 |
Crossing time: add the lengths
How long does a crossing take? Count from the moment the two fronts meet to the moment the two tails clear each other. In that time the trains must slide past each other by the sum of their lengths. So the time is the total length divided by the relative speed.
Why the sum of lengths? Picture standing on train A. Train B moves past you at the relative speed. It has completely passed when its whole length plus your own train's length has gone by. That is L₁ + L₂, one length for each train.
For the default pair the total length is 150 + 100 m and the relative speed is 35 m/s, so the crossing takes 7.14 s. Check it against the "Time to pass completely" readout. The shaded band between the tracks shows exactly the stretch where the two bodies are alongside one another.
The same formula covers a train crossing a platform, a bridge or a pole. A platform does not move, so the relative speed is just the train's own speed. A pole has no length, so only the train's length counts. One idea, three costumes.
t = (L₁ + L₂) ÷ v(rel)Time for two trains to pass completely
v(rel) = v₁ + v₂ (opposite)Speeds add
v(rel) = |v₁ − v₂| (same direction)Speeds subtract, the faster train overtakes
t = (L + length of platform) ÷ vA train crossing a platform or a bridge
Sit on train A: the world turns around
Choose the "From train A" viewpoint in the simulation. Train A stops on the screen. The milestones, which are fixed to the ground, now slide backwards at A's speed. Train B moves at the relative velocity.
This is exactly the trick that makes problems easy. Instead of juggling two moving trains, glue yourself to one of them and subtract its velocity from everything. Now one train is still and the other has a single speed. A two-body problem becomes a one-body problem.
Try it with the same-direction setting. In the ground view both trains move right, one a bit faster. In A's view only B moves, slowly, as if it were crawling up from behind. The arrow below B shows that velocity; the "Velocity of B in this view" readout gives its signed value.
The swimmer has two velocities at once
Now the river. A swimmer who can swim at v in still water jumps in, and the river itself flows at u. The water carries the swimmer along while the swimmer pushes through it. Seen from the bank, both movements happen together, so the velocities add as vectors.
Let the swimmer point at an angle θ measured from straight across toward upstream. Split the swimmer's own velocity into two parts. Across the river, v cos θ. Along the river, v sin θ pointing upstream. The current adds u downstream. So across the river the speed is v cos θ, and along the bank the speed is u − v sin θ.
The two directions never interfere. The time to cross depends only on the across component, because the current has no say in how fast you advance toward the far bank. The drift depends on how long you take and how fast you are carried along the bank.
The vector triangle at the bottom right of the simulation shows this: the green arrow is the swimmer in the water, the blue arrow the current, and the red arrow, from the start to the tip of the blue one, is the true velocity over the ground.
v(across) = v cos θOnly the swimmer contributes across the river
v(along) = u − v sin θCurrent minus the upstream part of the stroke
t = W ÷ (v cos θ)Time to cross a river of width W
drift = (u − v sin θ) · tDistance carried downstream by the time you land
Shortest time or shortest path
These are two different goals and they ask for two different headings. For the least time, you want the biggest across component, so you point straight across, θ = 0. The time is W ÷ v whatever the current is. The cost is drift: the current carries you downstream.
For the shortest path you want to land exactly opposite the start, so the drift must be zero. That needs the current to be cancelled, u − v sin θ = 0, so sin θ = u ÷ v. You aim upstream. The price is time, because now only part of your effort goes across.
Take the default river: 100 m wide, swimmer 4 m/s, current 2 m/s. Straight across takes 25.0 s and lands 50.0 m downstream. The zero-drift heading is 30.0 degrees upstream and takes 28.9 s, because the usable speed across is √(4² − 2²) = 3.46 m/s.
The table below sweeps the heading angle for that river. The time only ever grows as you tilt upstream. The drift shrinks and reaches zero at the zero-drift angle; tilt further and you overshoot upstream, so the drift turns negative. The ground speed is the length of the red arrow.
least time: θ = 0, t = W ÷ vAim straight across; drift = uW ÷ v
least drift: sin θ = u ÷ v (v > u)Land opposite the start
t = W ÷ √(v² − u²)Time for the shortest-path crossing
| Heading θ (degrees) | Crossing time (s) | Drift (m) | Speed over ground (m/s) |
|---|---|---|---|
| 0 | 25.0 | 50.0 | 4.47 |
| 10 | 25.4 | 33.1 | 4.15 |
| 20 | 26.6 | 16.8 | 3.81 |
| 30 | 28.9 | 0.0 | 3.46 |
| 40 | 32.6 | -18.6 | 3.12 |
When the swimmer is weaker than the river
What if the current is stronger than the swimmer, u > v? Then sin θ = u ÷ v would be bigger than 1, which is impossible. No heading can cancel the drift. The swimmer will always land downstream of the start. The "Straight-across angle" readout says "not possible" and the simulation shows the least drift instead.
The least drift is found by a neat trick: the resultant must be as close to straight across as the triangle allows. The best heading satisfies sin θ = v ÷ u, and the least drift is W√(u² − v²) ÷ v. It is more than the numbers suggest: in the last worked problem below the swimmer still lands more than the river's width downstream.
Try it: set the swimmer to 1 m/s and the current to 3 m/s, choose Shortest path, and see the red path leaning hard downstream while the swimmer points almost sideways against the flow.
sin θ = v ÷ u (v < u)Heading for the least drift
least drift = W√(u² − v²) ÷ vSmallest sideways distance possible
Solved problems
Seven problems, from the easiest to the one that fools people. Each number is computed by the same formulas as the simulation, so you can reproduce all of them with the sliders.
Problem 1: two trains meeting
Train A, 150 m long, runs at 72 km/h. Train B, 100 m long, runs at 54 km/h on the next track in the opposite direction. How long do they take to pass each other completely?
First convert to m/s by dividing by 3.6: A is 20 m/s and B is 15 m/s. Opposite directions, so the speeds add: 20 + 15 = 35 m/s. The total length is 150 + 100 = 250 m.
Time = 250 ÷ 35 = 7.14 s.
Problem 2: an overtake
A 200 m train goes at 54 km/h. A 100 m train behind it goes at 90 km/h in the same direction. How long does the faster train take to overtake, and how far does each travel in that time?
In m/s the trains are 15 and 25. Same direction, so subtract: 25 − 15 = 10 m/s. Distance to be gained: 200 + 100 = 300 m. Time = 300 ÷ 10 = 30 s.
The faster train covers 25 × 30 = 750 m and the slower one 15 × 30 = 450 m. Their difference is 300 m, exactly the total length. A good check.
Problem 3: walking along a moving train
A train moves at 20 m/s. A passenger walks along the carriage at 1.5 m/s relative to the train. What is the passenger's speed relative to the ground?
Walking forward: 20 + 1.5 = 21.5 m/s. Walking backward: 20 − 1.5 = 18.5 m/s. The velocities add through the middle frame, the train.
Problem 4: a train and a platform
A 200 m train runs at 72 km/h. How long does it take to pass a 300 m platform, and how long to pass a signal pole?
Speed = 72 ÷ 3.6 = 20 m/s. Platform: (200 + 300) ÷ 20 = 25 s. Pole: only the train's own length matters, 200 ÷ 20 = 10 s.
Problem 5: crossing a river in the least time
A swimmer who swims at 5 m/s in still water crosses a 120 m river whose current is 3 m/s. She points straight across. Find the time, the drift and the speed over the ground.
Time = 120 ÷ 5 = 24 s. Drift = 3 × 24 = 72 m. Speed over the ground = √(5² + 3²) = 5.83 m/s.
Problem 6: the same river, landing directly opposite
Now she wants to land exactly opposite. Find the heading and the time.
sin θ = 3 ÷ 5, so θ = 36.87 degrees upstream. The speed across is √(5² − 3²) = 4 m/s, so t = 120 ÷ 4 = 30 s. That is 6 s longer than Problem 5: the price of landing opposite.
Problem 7: swimmer weaker than the current
A swimmer at 2 m/s tries to cross a 60 m river with current 3 m/s. Can she land opposite? What is the least drift?
No, because v < u. Aiming straight across would carry her 90 m. The best heading has sin θ = 2 ÷ 3, which is 41.8 degrees. The least drift is 60 × √(3² − 2²) ÷ 2 = 67.1 m, in 40.2 s.
Mistakes that cost marks
Look through this list before the exam. Every item has cost someone real marks.
- Forgetting to convert km/h to m/s when the lengths are in metres. Divide by 3.6, or keep everything in km.
- Adding speeds for a same-direction overtake. Same direction means subtract.
- Using only one train's length for a train-train crossing. Both lengths count.
- Using the sum of lengths when a train crosses a pole. A pole has no length.
- Mixing the axes in a river problem: time comes from the across component only.
- Writing sin θ = u ÷ v when v < u. That angle does not exist.
- Measuring θ from the bank instead of from the straight-across line. State your reference line in the answer.
Where else you meet relative velocity
Rain looks slanted from a moving bus even though it falls straight down: the rain's velocity relative to you is its own velocity minus the bus's. Pilots work with exactly the same triangle as the swimmer, with the wind in the place of the current, and tilt the nose into the wind to hold a course.
On the road, two cars heading toward each other at 15 m/s each have a closing speed of 30 m/s, which is why head-on collisions are so severe: the impact speed is the relative speed. The idea also reaches into astronomy and, later, into Einstein's relativity, where the simple subtraction has to be refined at very high speeds.
Frequently asked questions
What is relative velocity in simple words?
It is the velocity of one object as seen by another. You find it by subtracting the observer's velocity from the object's velocity, using signs for direction on a straight line.
How do I find the relative speed of two trains?
If they move in opposite directions, add the speeds. If they move in the same direction, subtract the smaller speed from the larger. Convert both speeds to the same unit first.
How is the time for two trains to cross each other calculated?
Divide the sum of the two lengths by the relative speed. Count from the moment the fronts meet to the moment the tails clear each other.
What is the shortest time to cross a river?
Point the boat or swimmer straight across. The time is the river width divided by the swimmer's speed in still water, and it does not depend on the current. The current only changes where you land.
How do I land directly opposite the starting point?
Point upstream at an angle θ with sin θ = u ÷ v, where u is the current and v the swimmer's speed. This needs v to be larger than u.
What if the current is faster than the swimmer?
Then no heading cancels the drift. The swimmer will always land downstream. The least drift happens when sin θ = v ÷ u and equals the width times √(u² − v²) divided by v.
Keep studying this topic
The animation made the idea click; now turn it into marks. Syllabus, suggestions, textbooks and admission-test guides are below.
HSC
HSC Physics: syllabus and preparation
SSC
SSC Physics: syllabus and preparation
Textbook
Class 9-10 Physics textbook
Admission
Engineering admission test preparation
Admission
Dhaka University science unit admission 2026-27
English
Composition: The Uses of Electricity
Bangla
প্রতিবেদন: বিজ্ঞান মেলা (in Bangla)
English
Paragraph: Science in Everyday Life
SSC
SSC suggestions
HSC
HSC suggestions
Admission
University admission guide
SSC
SSC syllabus
HSC
HSC syllabus
Study abroad
Study in Germany
Test prep
Digital SAT Math guide
Scholarship
Scholarships to study abroad
IELTS
IELTS vocabulary: science and research
Tool
GPA calculator
Career
Civil engineer resume example
More physics animations
Grade 8–12
Refraction of light
Change the angle and watch light bend. Snell's law, refractive index, critical angle and total internal reflection, explained simply with worked examples.
Grade 9–12
Ohm's law
Adjust voltage and resistance and watch the current change. Ohm's law formula, V-I graph, series and parallel resistors, with solved problems.
Grade 11
Projectile motion
Set the launch angle and speed and trace the path. Time of flight, maximum height and range formulas, why 45° goes farthest, with solved numbers.
Grade 9–11
Simple pendulum
Change length and gravity and time the swing. Simple pendulum period T = 2π√(L/g), SHM, energy conservation and finding g, with solved numbers.
Grade 10–12
Electric field
Drop positive and negative charges and watch the field lines form. Coulomb's law, E = kq/r², units and field-line rules, with solved examples.
Grade 11–12
Wave interference
Move two wave sources and watch bright and dark fringes appear. Superposition, constructive vs destructive conditions, fringe width, solved examples.
Grade 9–11
Free Fall
What is free fall? Drop a coin and a feather with and without air. Learn the free fall formulas for time, velocity and height (g = 9.8 m/s²) with worked examples.
Grade 10–12
Lens ray diagrams
Interactive convex and concave lens ray diagrams: drag the object through all six cases, see the three principal rays, and read u, v, f, magnification and power live.
Grade 9–11
Newton's Laws of Motion
Newton's laws of motion explained with an interactive cart: inertia, F = ma, momentum, impulse and action–reaction pairs, with examples and worked problems.
Grade 10–12
Spherical mirror ray diagrams
Drag an object in front of a concave, convex or plane mirror and watch the rays find the image. Mirror formula, magnification, all six cases, solved problems.
Grade 10–12
Electromagnetic Induction
What is electromagnetic induction? Drag a bar magnet through a coil and watch a centre-zero galvanometer. Learn Faraday's law e = −N dΦ/dt and Lenz's law with worked examples.
Grade 9–11
Conservation of Momentum and Collisions
What is the conservation of momentum? Collide two carts and drag the restitution slider from a sticking e = 0 to a bouncy e = 1. See momentum and kinetic-energy bars update live, with worked examples.
Grade 9–11
Work, Energy and Power
What is work, and what are the formulas for kinetic and potential energy and power? Release a cart on a curved track, watch energy turn to heat, with worked examples.
Grade 9–11
Inclined Plane
How does a block’s weight split on a slope, what is the angle of repose, and when does friction hold a block still or let it slide? Change the angle yourself and watch the force-arrow diagram.
Grade 9–11
Uniform circular motion
Whirl a ball on a string and read ω, T, a = v²/r and F = mv²/r live. Cut the string to see it fly off tangentially, then try banked curves with solved numbers.
Grade 8–10
Transverse and Longitudinal Waves
See a rope wave and a slinky or sound wave driven by one source. Learn crest, trough, compression, rarefaction, wavelength, v = fλ and why particles never travel with the wave, with solved problems.
Grade 9–11
Levers and moments
Slide weights on a seesaw and watch the moment M = F × d on each side. Learn the principle of moments, three classes of lever and mechanical advantage, with solved problems.
Grade 9–11
Centre of mass
Drag masses along a rod or plate and watch the centre of mass x = Σmx/Σm move. Find the balance point, see when a bus topples, and learn stable, unstable and neutral equilibrium with solved problems.
Grade 9–11
Spring-mass SHM
Run a mass on a spring in simple harmonic motion. Explore Hooke’s law, T = 2π√(m/k), energy swapping, springs in series and parallel, with worked problems and exam practice.
Grade 9–11
Vector addition: triangle and parallelogram laws
Add two vectors by the triangle and parallelogram laws, split them into components, then test a river-crossing boat and a walker with an umbrella. With solved problems.
Grade 11–12
Kepler's laws and elliptical orbits
Drag the eccentricity and see an orbit stretch. Equal-time sectors with equal areas, the period law T² ∝ a³ and escape speed, with solved problems.
Grade 11–12
Newton’s law of gravitation, g and satellites
Play with two masses, the inverse-square graph, g above and below the Earth and a satellite orbit. Learn the law of gravitation, orbital speed, period and escape speed with solved problems.
Grade 11–12
Standing waves in strings and pipes
Pluck a string and blow across open and closed pipes in a simulation. See nodes, antinodes, harmonics, and learn how length, tension and temperature set the pitch, with solved problems.
Grade 11–12
Resonance tube and the speed of sound
Slide the water level in a resonance tube and find the loud spots yourself. See L1 = λ/4 − e and L2 = 3λ/4 − e, compute the speed of sound with v = 2f(L2 − L1), and practise solved problems.
Grade 11–12
Beats: when two close notes pulse
Add two waves of nearly equal frequency and watch the loudness pulse. See the envelope, read the beat frequency |f1 − f2|, hear the effect, and learn how guitarists tune by beats, with solved problems.
Grade 11–12
Doppler effect: moving sources, listeners and sonic booms
Drag a sound source faster and slower and watch the wavefronts bunch up ahead and stretch out behind. Learn the Doppler formula, moving listener, ambulance and train problems, and the sonic boom.
Grade 10–12
Prism, dispersion of light and the rainbow
Send white light through a prism, change the prism angle and incidence, and watch the spectrum form. Learn deviation, minimum deviation, dispersive power and how a raindrop makes a rainbow, with solved problems.
Grade 11–12
Kirchhoff’s laws: junction rule and loop rule
Build a two-loop circuit with two batteries and three resistors. Watch the currents split at a junction, see the voltage sums land on zero and learn how to solve Kirchhoff’s laws problems step by step.
Grade 12
Wheatstone bridge and metre bridge
Unbalance a Wheatstone bridge and watch the galvanometer needle swing. Find balance at P/Q = R/S, then slide the jockey on a metre bridge to measure an unknown resistance with solved examples.
Grade 11–12
Single-slit diffraction
Change the slit width and wavelength and watch light spread behind a single slit. See the intensity graph I = I₀(sin β/β)², the minima at a sin θ = mλ and the central maximum width 2λD/a, with solved problems.
Grade 10–12
Defects of the human eye and their correction
Switch between a normal, short-sighted, long-sighted and ageing eye. See why the image lands in front of or behind the retina, then fit the right lens and work out its power in dioptres.
Grade 12
Polarisation of light: Malus’s law and Brewster’s law
Rotate an analyser behind a polariser and watch I = I₀cos²θ on a graph, then bounce light off glass to find the Brewster angle. Includes polaroid sunglasses, three-filter puzzles and solved problems.
Grade 12
Charging and discharging a capacitor: the RC time constant
Charge and discharge a capacitor through a resistor. Change E, R and C, watch V = E(1 − e^(−t/RC)) and the current curve draw live, find the 63% time constant and the energy stored.
Grade 10–12
Magnetic field lines: bar magnet, current-carrying wire and solenoid
See magnetic field lines of a bar magnet, a straight current-carrying wire and a solenoid. Drag a compass, flip the current, and learn B = μ₀I/2πr, B = μ₀nI and the right-hand grip rule.
Grade 12
AC generator
Spin a coil between magnet poles and watch the sine wave of an AC generator build live. Change N, A, B and rpm, read E0 = NBAω and the rms value, and see why mains is 50 Hz.
Grade 10–12
Transformer
Change the primary and secondary turns of a transformer and watch the voltage step up or down. See Vs = Vp·Ns/Np, power conservation, real efficiency and why power lines use high voltage.
Grade 9–12
Heat transfer: conduction, convection and radiation
Heat a copper, aluminium, glass or wooden rod and watch Q/t = kAΔT/L, see convection currents circulate in a beaker, and see how radiated power grows as T⁴. With tables and solved problems.
Grade 12
Photoelectric effect: Einstein’s equation and the stopping potential
Shine light of any wavelength on sodium, zinc or copper in a vacuum tube. See why electrons leave only above the threshold frequency, how K = hf − φ sets the stopping potential, and why brightness changes only the current.
Grade 10–12
Motor effect: force on a current-carrying wire and the DC motor
Put a current-carrying wire in a magnetic field and watch it get pushed. Change B, I, L and the angle, test Fleming’s left-hand rule, then spin a DC motor with a split-ring commutator and see its torque graph.
Grade 11–12
Gas molecules and kinetic theory: pressure, temperature and speed
Watch gas molecules bounce around a box. Raise the temperature, change the gas, squeeze the volume, and see wall hits turn into pressure that matches PV = NkT. Compare speeds with the Maxwell–Boltzmann curve and calculate rms speed.
Grade 12
The semiconductor diode: p–n junction, I–V curve and rectifier
Bias a p–n junction and watch the depletion layer shrink or grow, carriers cross, and the Shockley I–V curve trace live. Compare silicon and germanium, see breakdown, then build a half-wave rectifier.
Grade 10–12
Radioactive decay: half-life, the decay law and penetration
Watch 240 nuclei decay at random, see the count follow N = N₀e^(−λt), measure the half-life from the graph, then test how alpha, beta and gamma radiation pass through paper, aluminium and lead.
Grade 11–12
The Bohr atom: orbits, energy levels and the hydrogen spectrum
Make a hydrogen electron jump between orbits n = 1 to 6, watch the photon colour come from 1/λ = R(1/n₁² − 1/n₂²), and see the Lyman, Balmer and Paschen series on an energy diagram and spectrum strip.
Animations in other subjects
Chemistry
Structure of the atom
Chemistry
Acids, Bases and the pH Scale
Chemistry
Electron configuration
Chemistry
Gas laws: Boyle, Charles, Gay-Lussac, Avogadro and PV = nRT
Chemistry
How an Ionic Bond Forms
Chemistry
Electrolysis and Faraday’s Laws
Chemistry
Covalent Bond
Chemistry
Periodic Trends
Chemistry
Reaction rate and collision theory
Chemistry
States of matter: solid, liquid, gas and the heating curve
Chemistry
Atomic orbitals: the shapes of s, p and d, quantum numbers and nodes
Chemistry
Molecular shapes and VSEPR theory: bond pairs, lone pairs and angles
Chemistry
The mole concept: molar mass, Avogadro’s number and molar volume
Chemistry
Diffusion and effusion: Graham’s law of gases
Chemistry
Balancing chemical equations: method, examples and practice
Chemistry
Chemical equilibrium: the equilibrium constant Kc and Le Chatelier’s principle
Chemistry
Titration: finding an unknown concentration with a burette and an indicator
Chemistry
Galvanic cell: the Daniell cell, EMF and the Nernst equation
Chemistry
Redox reactions: oxidation numbers, electron transfer and half-equations
Chemistry
Hydrocarbons: alkanes, alkenes, alkynes and structural isomers in 3D
Chemistry
Functional groups: alcohols, aldehydes, ketones, acids, esters and amines
Chemistry
Polymerisation: addition and condensation polymers, polythene and nylon
Chemistry
Separation techniques: filtration, distillation, chromatography, crystallisation
Chemistry
Crystal lattice: SC, BCC and FCC unit cells, packing efficiency and density
Chemistry
Radioactivity: Alpha, Beta, Gamma Decay and Half-Life
Biology
Mitosis cell division
Biology
Diffusion and Osmosis
Biology
Photosynthesis
Biology
The human heart: structure and function
Biology
Mendelian Genetics
Biology
DNA Replication
Biology
Cellular Respiration
Biology
Enzyme Action
Biology
The Nerve Impulse and the Action Potential
Biology
The Nephron and Urine Formation
Biology
Meiosis Cell Division
Biology
Digestive System
Biology
Breathing Mechanism: Inhalation and Exhalation
Biology
Protein synthesis
Biology
Blood circulation: double circulation and cardiac output
Biology
Cell structure and organelles: plant cell vs animal cell
Biology
Reflex action and the reflex arc
Biology
The human eye: parts, image formation and accommodation
Biology
Muscle contraction and the sliding-filament model
Biology
Transport in plants: xylem, phloem and transpiration
Biology
Food chain and food web: energy flow and the 10 % rule
Biology
Population growth: exponential and logistic curves
Biology
Natural selection: peppered moths and the sooty tree
Biology
Immune response: primary and secondary antibody response
Biology
Pollination and fertilisation
Mathematics
Pythagorean Theorem
Mathematics
Trigonometric Ratios and the Unit Circle
Mathematics
Quadratic functions and their graphs
Mathematics
Circle theorems
Mathematics
Heights and distances: elevation and depression angles
Mathematics
Probability: experimental vs theoretical probability
Mathematics
Arithmetic and Geometric Sequences
Mathematics
Mean, Median and Mode
Mathematics
Sets and Venn Diagrams
Mathematics
Linear equations: graphs, slope and simultaneous pairs
Mathematics
Graphs of sin, cos and tan
Mathematics
Completing the Square and the Quadratic Formula
Mathematics
Area of a Circle: Proof, Formula and Solved Problems
Mathematics
Volume and Surface Area of Solids: Cube, Cuboid, Cylinder, Cone, Sphere
Mathematics
Similar Triangles: Scale Factor, AA, SSS, SAS and Shadow Heights
Mathematics
Coordinate Geometry: Distance, Midpoint, Slope, Section Formula and Locus
Mathematics
Conic Sections: Circle, Ellipse, Parabola and Hyperbola
Mathematics
Function Transformations: Shifts, Stretches and Reflections
Mathematics
Derivative as the Slope of a Tangent: Secant to Tangent
Mathematics
Riemann Sums and Integration: Area Under a Curve
Mathematics
Limits and the ε–δ Definition: A Visual Guide
Mathematics
3D Vectors: Sum, Dot Product and Cross Product
Mathematics
Matrix Transformations: Rotation, Reflection, Shear and the Determinant
Mathematics
Complex Numbers: Sum, Product, Powers and Roots on the Argand Plane
Mathematics






















