Lab
Conservation of Momentum
Printer Friendly Version
Purpose:
To experimentally verify that momentum is conserved during one-dimensional collisions.
Equipment needed:
1 ramp with a plumb line, 1 c-clamp, 1 meter stick, 1 steel ball bearing, 1 glass marble, 2 sheets of legal paper to use as your target paper, and several sheet of carbon paper
Procedure:
Set up your ramp as shown in the illustration shown above. Clamp your ramp to the table so that it does not move during the experiment.
Tape you target paper to the floor. Using your plumb line, mark the "edge of the table" on your target paper.
Measure the mass of your steel ball and your glass marble. Record your answers in the table below.
Measure the height of your table and record it in the table below.
Place carbon paper on top of your target paper and release the steel ball 10 times from the top of the ramp. Catch the ball each time after it initially stikes the target paper. Make sure that you record only one bounce per trial. When all 10 trials are done, circle your collision points and label them:
Part I: Steel Ball Alone
Swing out the supporting stand attached to the end of your ramp and carefully position the glass marble on its tip. Once again release the steel ball from the top of the ramp. This time both the glass marble and the steel ball will stike the paper. Make sure that you only record one bounce for each projectile. Repeat this process 10 times.
When all 10 trials are done, circle your two groups of collision points and label them:
Part II: Steel Ball After Collision
Part II: Glass Ball After Collision
Using your meter stick, measure the range for each of 30 impact strikes on your target paper. Record your answers in the appropriate columns in the data table provided below.
Calculate an average value for each group:
Part I: Steel Ball Alone
Part II: Steel Ball After Collision
Part II: Glass Marble After Collision
Preliminary Tables:
Mass Data:
(g)
(kg)
steel bearing
glass marble
Table Data:
height of table (m)
initial vertical velocity (m/sec)
vertical acceleration (m/sec
^{2}
)
Range Data:
Part I
Part II
Trial
Steel Ball
Alone
Steel Ball
After
Glass Marble
After
1
2
3
4
5
6
7
8
9
10
Averages
Time Calculation:
Using kinematics, determine the time required for the ball bearing and the glass marble to reach the ground. Show your calculations.
time for each ball to reach the ground (sec)
Momentum Calculations:
Average Range
(m)
Horizontal Velocity
(m/sec)
Momentum
(kg m/sec)
Mass (kg)
Part I
Part II
Part I
Part II
Part I
Part II
Steel
Glass
Experimental Error:
Using the information calculated in the previous table, determine your experimental error by calculating the percent difference between the total momentum for Part I and the total momentum for Part II.
Total Momentum
(kg m/sec)
Part I
Part II
% difference
What impulse did the glass ball give to the steel ball during the collision in Part II?
Related Documents
Lab:
Labs -
A Battering Ram
Labs -
A Photoelectric Effect Analogy
Labs -
Acceleration Down an Inclined Plane
Labs -
Air Track Collisions
Labs -
Ballistic Pendulum
Labs -
Ballistic Pendulum: Muzzle Velocity
Labs -
Bouncing Steel Spheres
Labs -
Collision Pendulum: Muzzle Velocity
Labs -
Conservation of Momentum in Two-Dimensions
Labs -
Cookie Sale Problem
Labs -
Flow Rates
Labs -
Freefall Mini-Lab: Reaction Times
Labs -
Freefall: Timing a Bouncing Ball
Labs -
Galileo Ramps
Labs -
Home to School
Labs -
Impulse
Labs -
Inelastic Collision - Velocity of a Softball
Labs -
InterState Map
Labs -
LAB: Ramps - Accelerated Motion
Labs -
LabPro: Newton's 2nd Law
Labs -
LabPro: Uniformly Accelerated Motion
Labs -
Mass of a Rolling Cart
Labs -
Moment of Inertia of a Bicycle Wheel
Labs -
Monkey and the Hunter Animation
Labs -
Monkey and the Hunter Screen Captures
Labs -
Projectiles Released at an Angle
Labs -
Ramps: Sliding vs Rolling
Labs -
Range of a Projectile
Labs -
Roller Coaster, Projectile Motion, and Energy
Labs -
Rube Goldberg Challenge
Labs -
Spring Carts
Labs -
Target Lab: Ball Bearing Rolling Down an Inclined Plane
Labs -
Terminal Velocity
Labs -
Video LAB: A Gravitron
Labs -
Video Lab: Blowdart Colliding with Cart
Labs -
Video Lab: M&M Collides with Pop Can
Labs -
Video Lab: Marble Collides with Ballistic Pendulum
Resource Lesson:
RL -
A Further Look at Impulse
RL -
Accelerated Motion: A Data Analysis Approach
RL -
Accelerated Motion: Velocity-Time Graphs
RL -
Analyzing SVA Graph Combinations
RL -
Average Velocity - A Calculus Approach
RL -
Chase Problems
RL -
Chase Problems: Projectiles
RL -
Comparing Constant Velocity Graphs of Position-Time & Velocity-Time
RL -
Constant Velocity: Position-Time Graphs
RL -
Constant Velocity: Velocity-Time Graphs
RL -
Derivation of the Kinematics Equations for Uniformly Accelerated Motion
RL -
Derivatives: Instantaneous vs Average Velocities
RL -
Directions: Flash Cards
RL -
Famous Discoveries: The Franck-Hertz Experiment
RL -
Freefall: Horizontally Released Projectiles (2D-Motion)
RL -
Freefall: Projectiles in 1-Dimension
RL -
Freefall: Projectiles Released at an Angle (2D-Motion)
RL -
Linear Momentum
RL -
Momentum and Energy
RL -
Monkey and the Hunter
RL -
Springs and Blocks
RL -
Summary: Graph Shapes for Constant Velocity
RL -
Summary: Graph Shapes for Uniformly Accelerated Motion
RL -
SVA: Slopes and Area Relationships
RL -
Symmetries in Physics
RL -
Vector Resultants: Average Velocity
Review:
REV -
Test #1: APC Review Sheet
Worksheet:
APP -
Hackensack
APP -
Puppy Love
APP -
The Baseball Game
APP -
The Big Mac
APP -
The Cemetary
APP -
The Golf Game
APP -
The Jogger
APP -
The Pool Game
APP -
The Raft
APP -
The Spring Phling
CP -
2D Projectiles
CP -
Conservation of Momentum
CP -
Dropped From Rest
CP -
Freefall
CP -
Momentum
CP -
Momentum and Energy
CP -
Momentum and Kinetic Energy
CP -
Momentum Practice Problems
CP -
Momentum Systems and Conservation
CP -
Non-Accelerated and Accelerated Motion
CP -
Tossed Ball
CP -
Up and Down
NT -
Average Speed
NT -
Back-and-Forth
NT -
Crosswinds
NT -
Headwinds
NT -
Ice Boat
NT -
Momentum
NT -
Monkey Shooter
NT -
Pendulum
NT -
Projectile
WS -
Accelerated Motion: Analyzing Velocity-Time Graphs
WS -
Accelerated Motion: Graph Shape Patterns
WS -
Accelerated Motion: Practice with Data Analysis
WS -
Advanced Properties of Freely Falling Bodies #1
WS -
Advanced Properties of Freely Falling Bodies #2
WS -
Advanced Properties of Freely Falling Bodies #3
WS -
Average Speed and Average Velocity
WS -
Average Speed Drill
WS -
Chase Problems #1
WS -
Chase Problems #2
WS -
Chase Problems: Projectiles
WS -
Combining Kinematics and Dynamics
WS -
Constant Velocity: Converting Position and Velocity Graphs
WS -
Constant Velocity: Position-Time Graphs #1
WS -
Constant Velocity: Position-Time Graphs #2
WS -
Constant Velocity: Position-Time Graphs #3
WS -
Constant Velocity: Velocity-Time Graphs #1
WS -
Constant Velocity: Velocity-Time Graphs #2
WS -
Constant Velocity: Velocity-Time Graphs #3
WS -
Converting s-t and v-t Graphs
WS -
Energy Methods: More Practice with Projectiles
WS -
Energy Methods: Projectiles
WS -
Force vs Displacement Graphs
WS -
Freefall #1
WS -
Freefall #2
WS -
Freefall #3
WS -
Freefall #3 (Honors)
WS -
Horizontally Released Projectiles #1
WS -
Horizontally Released Projectiles #2
WS -
Kinematics Along With Work/Energy
WS -
Kinematics Equations #1
WS -
Kinematics Equations #2
WS -
Kinematics Equations #3: A Stop Light Story
WS -
Position-Time Graph "Story" Combinations
WS -
Practice: Momentum and Energy #1
WS -
Practice: Momentum and Energy #2
WS -
Projectiles Released at an Angle
WS -
Rotational Kinetic Energy
WS -
SVA Relationships #1
WS -
SVA Relationships #2
WS -
SVA Relationships #3
WS -
SVA Relationships #4
WS -
SVA Relationships #5
WS -
Work and Energy Practice: An Assortment of Situations
TB -
2A: Introduction to Motion
TB -
2B: Average Speed and Average Velocity
TB -
Antiderivatives and Kinematics Functions
TB -
Honors: Average Speed/Velocity
TB -
Kinematics Derivatives
TB -
Projectile Summary
TB -
Projectile Summary
TB -
Projectiles Mixed (Vertical and Horizontal Release)
TB -
Projectiles Released at an Angle
TB -
Set 3A: Projectiles
PhysicsLAB
Copyright © 1997-2015
Catharine H. Colwell
All rights reserved.
Application Programmer
Mark Acton