Skip to content
aulaquest logo

AulaQuest

beta β

  • Explore Sims
  • Teacher ToolsExpand
    • Teacher Benefits
    • Activities & Labs
    • Custom presets
  • Aulashare
  • About
  • Contact |
  • Acceso:Profes
aulaquest logo
AulaQuest

beta

Free Fall Simulator & 1D Motion Virtual Lab

Share on WhatsApp Compartir en Telegram Share on vBluesky Full Screen Mode Customize this Lab
×

📎 Embed this Virtual Lab

Are you an educator, science communicator, or webmaster?
You can easily embed this simulation directly into your class website, LMS (Canvas, Google Classroom), or blog.

We only ask for two simple things:

  • ✅ Credit the source: AulaQuest.com
  • 🚫 Non-commercial use only

Copy the code below:

<iframe src="https://aulaquest.com/s/fisica/caida-libre/index.php"
  width="100%"
  height="560"
  style="border: 1px solid #ccc; border-radius: 8px;"
  allowfullscreen
  title="Advanced Free Fall Simulator - AulaQuest"></iframe>

1. Core Principle: The Physics of Free Fall

Ideal free fall is the one-dimensional motion of an object subject only to the influence of gravity. In a perfect vacuum (where Air Resistance is set to "Zero"), gravity pulls downwards with a constant acceleration, meaning the object's velocity increases at a steady rate.

In the real world, objects falling through an atmosphere experience a second force: Air Resistance (Drag). While gravity pulls the object down, drag pushes it back up. The faster the object falls, the stronger the drag becomes, eventually leading to a state where the object stops accelerating entirely.

2. Key Equations & Mathematical Model

When studying free fall in a vacuum, we use the standard kinematic equations for uniform acceleration. You can verify these formulas in real-time using the simulator's data table:

Velocity-Time Equation:
$$v_f = v_0 + g \cdot t$$
Position-Time Equation:
$$\Delta y = v_0 \cdot t + \frac{1}{2} g \cdot t^2$$
Variables Guide:
  • $v_f$ = Final velocity ($m/s$ or $ft/s$)
  • $v_0$ = Initial velocity ($m/s$ or $ft/s$)
  • $g$ = Acceleration due to gravity ($9.8\ m/s^2$ or $32.2\ ft/s^2$)
  • $t$ = Time elapsed ($s$)
  • $\Delta y$ = Displacement / Change in vertical position ($m$ or $ft$)

3. Essential Vocabulary

Terminal Velocity

The constant, maximum speed that a freely falling object eventually reaches when the resistance of the medium (drag) prevents further acceleration.

Drag Coefficient ($C_d$)

A dimensionless number used to quantify the drag or resistance of an object in a fluid environment, such as air or water. A lower $C_d$ means the object is more aerodynamic.

Net Force ($\Sigma F$)

The overall vector sum of all the forces acting on an object. In free fall with air resistance, it is the difference between the downward force of gravity and the upward drag force.

Free-Body Diagram (FBD)

A graphical illustration used to visualize the applied forces, movements, and resulting reactions on a body in a given condition. (Toggle "Show Vectors" in the simulator to see a live FBD).

4. Graphical Analysis: Interpreting Kinematic Curves

Visualize the mathematical behavior of falling objects in real-time:

  • Position (y-t): A parabolic curve. It clearly shows how displacement increases quadratically over time.
  • Velocity (v-t): A straight diagonal line. The slope directly represents the acceleration due to gravity ($g$).
  • Acceleration (a-t): A constant horizontal line (e.g., $9.8 \text{ m/s}^2$ or $32.2 \text{ ft/s}^2$).

5. Advanced Physics: Linear vs. Quadratic Drag

In the real world, air resistance isn't one-size-fits-all. Aulaquest's physics engine calculates vector forces frame-by-frame using two distinct mathematical models based on your class level:

Linear Model (Stokes' Drag)

Typical for very small objects (like fog droplets) or highly viscous fluids (like oil).

$$F_d = k \cdot v$$

Drag force is directly proportional to velocity. Terminal velocity ($v_t$) is reached when Weight ($mg$) equals Drag ($kv$).

Quadratic Model (Newton's Drag)

The standard for free fall in air at high speeds (skydivers, baseballs, rockets).

$$F_d = k \cdot v^2$$

Drag force is proportional to the square of the velocity. It acts much more aggressively at higher speeds.

💡 Note on the "Air Resistance" Slider

The percentage you select (e.g., 10%) acts as a scaling factor. We engineered it with high sensitivity so students can observe terminal velocity over short, manageable distances (e.g., 100m / 300ft). In Earth's atmosphere, it would require thousands of feet of free fall to collect the same data!

Aulaquest | Premium Educator Guide: Galileo Lab
Educator Guide | Aulaquest Lab

Free Fall & 1D Kinematics

Rigorous exploration of 1D motion, data linearization, and real-world fluid dynamics.

Instructor Notes & Lesson Overview

Curriculum Alignment

This virtual lab is specifically aligned with standard US curricula:

  • AP Physics 1: Kinematics (1D Motion, Free-Body Diagrams, Terminal Velocity).
  • NGSS: HS-PS2-1 (Motion and Stability: Forces and Interactions).
Learning Objectives (SWBAT)
  • SWBAT analyze position vs. time and velocity vs. time graphs for accelerating objects.
  • SWBAT calculate the experimental value of $g$ using linearized data.
  • SWBAT differentiate between constant acceleration (vacuum) and decreasing acceleration (drag).

Addressing Common Misconceptions

Misconception: Heavier objects naturally fall faster than lighter objects.

Correction: Assign the "Apollo 15 Challenge" (Tab 3) or use the Dual Drop mode with 0% Air Resistance to visually prove that mass is independent of acceleration in a vacuum.

Misconception: Acceleration stops when an object is falling fast.

Correction: Toggle "Show Vectors" to demonstrate how the upward drag vector eventually matches the downward gravity vector, resulting in a Net Force of zero (Terminal Velocity).

Suggested 45-Minute Lesson Flow

1. Pre-Lab (10 min): Introduce the concept of free fall. Ask students to predict the shape of a position vs. time graph for a dropped object.

2. In-Lab Inquiry (25 min): Have students load a specific Teacher Preset URL. Instruct them to pause the simulator every 0.4 seconds to collect data points and complete the "Calculating 'g'" activity (Tab 2) in their lab notebooks.

3. Post-Lab Assessment (10 min): Use Aulaquest's built-in Quick Theory and Self-Grading Quiz features to verify student understanding and instantly review the class statistics.

Experimental Deduction of Gravity

Data linearization is a fundamental scientific technique that allows us to extract universal physical constants from non-linear natural behaviors. In this experiment, students will transform a parabolic free-fall curve into a linear relationship to determine the experimental value of $g$.

Mathematical Foundation

The position of an object in free fall follows the standard kinematic model for uniform acceleration:

$$y(t) = y_0 + v_{0y}t + \frac{1}{2}gt^2$$

If dropped from rest ($v_{0y} = 0$), the displacement $\Delta y = |y - y_0|$ is simply:

$$\Delta y = \frac{1}{2}gt^2$$

We compare this physical model with the slope-intercept form of a linear equation ($Y = m \cdot X + b$):

1. Linear Equation Model
$$Y = m \cdot X + b$$
  • Y-variable: Displacement ($\Delta y$).
  • X-variable: Time squared ($t^2$).
  • Y-intercept $b$: $0$ (Starts from rest).
2. Physical Identity
$$\Delta y = \left( \frac{1}{2}g \right) \cdot t^2 + 0$$
  • Slope $m$: Equivalent to $\frac{1}{2}g$.
  • Result: $g = 2 \cdot m$

Experimental Data Logging

To verify this relationship, students must perform systematic data collection using the simulation's measurement tools. Important Note: The values presented in the table below are an illustrative approximation. Encourage your students to collect their own raw data from the virtual lab.

$t$ (s)$t^2$ ($s^2$)$y$ (m | ft)$\Delta y$ (m | ft)$g_{exp} = 2\Delta y/t^2$
0.400.16199.22 m (653.6 ft)0.78 m (2.56 ft)9.75 m/s² (32.0 ft/s²)
0.800.64196.86 m (645.8 ft)3.14 m (10.3 ft)9.81 m/s² (32.2 ft/s²)
1.201.44192.94 m (633.0 ft)7.06 m (23.1 ft)9.80 m/s² (32.1 ft/s²)
1.602.56187.45 m (614.9 ft)12.55 m (41.1 ft)9.81 m/s² (32.2 ft/s²)
2.004.00180.39 m (591.8 ft)19.61 m (64.3 ft)9.81 m/s² (32.2 ft/s²)

Reality: Position vs. Time

Analysis: Displacement vs. $t^2$

Analysis Conclusions

  • Linearity: Graphing displacement against time squared yields a straight line, confirming that acceleration is constant.
  • Accuracy: The calculated value of $g$ should approximate $9.81 \text{ m/s}^2$ ($32.2 \text{ ft/s}^2$). Small deviations are excellent discussion points for measurement uncertainty.
  • Physical Interpretation: The slope of the line does not represent gravity directly, but rather half of it ($m = g/2$).

Critical Thinking Labs

1. Galileo's Challenge: When Intuition Fails Easy | Historical
The Historical Conflict: For almost 2,000 years, Aristotle's idea was accepted without question: “A heavier object falls faster than a lighter one.” It seemed obvious... until Galileo Galilei dared to doubt it. His brilliant intuition was simple yet revolutionary: it is not mass that deceives the experiment, but the air.
Scientific Hypothesis (First Principles): “If we eliminate air resistance (drag), the acceleration of a falling body depends solely on the planet's gravitational field, not the object. Therefore, a bowling ball and a feather must obey exactly the same position equation $y(t) = y_0 - \frac{1}{2} g t^2$ .”
Experimental Validation Protocol:
  1. Activate Dual Mode to compare two simultaneous drops.
  2. Select Object A: Bowling Ball (5 kg / 11 lbs).
  3. Select Object B: Feather (10 g / 0.02 lbs).
  4. Key Condition: Set Air Resistance to 0% (ideal vacuum).
  5. Drop both objects from 100 m (328 ft) and observe the position-time graph.
  6. Do two distinct curves appear? No. The trajectories overlap completely. Nature confirms Galileo: Mass does not matter in a vacuum.
2. Mission to Mars: Landing Engineering Medium | Application
Mission Context: You are part of the engineering team responsible for landing a rover on Mars, where gravity is $$ g = 3.72\ \text{m/s}^2 \ (12.2\ \text{ft/s}^2) $$. In a previous test, an experimental module impacted the surface at a critical velocity of $$ v_f = 14.88\ \text{m/s} \ (48.8\ \text{ft/s}). $$ Before adjusting the retro-rockets, you must answer a key question: From exactly what height was the module released?
Physico-Mathematical Analysis (Free fall on Mars):

1. Relationship between velocity and time
Starting from rest, the velocity equation is: $$ v_f = g\,t $$ Solving for time ($t$): $$ t = \frac{v_f}{g} = \frac{14.88}{3.72} = \mathbf{4.00\ \text{s}} $$
2. Calculating the drop height
Using the kinematic position equation: $$ h = \frac{1}{2}\,g\,t^2 $$ Substituting values: $$ h = \frac{1}{2}\cdot 3.72 \cdot (4.00)^2 = \mathbf{29.76\ \text{m}}\ (97.6\ \text{ft}) $$
Validation in the Simulator:
Select the Mars environment, adjust the initial height to $h \approx 29.8\ \text{m} \ (97.8\ \text{ft})$ and verify with the chronometer that the impact occurs exactly at $t = 4.0\ \text{s}.$
3. Apollo 15: The Hammer and the Feather Advanced | Comparative
The Ultimate Experiment: In 1971, astronaut David Scott dropped a geological hammer (1.32 kg / 2.9 lbs) and a falcon feather (0.03 kg / 0.06 lbs) on the Moon. It was the definitive tribute to Galileo in a perfect natural vacuum.

Your Challenge: Interplanetary Comparison

Calculate how much longer the feather takes to fall on the Moon compared to Earth, dropped from an astronaut's shoulder height ($1.6\text{m} / 5.2\text{ft}$).

On Earth ($9.8\text{m/s}^2$ | $32.2\text{ft/s}^2$):
$t = \sqrt{2h/g} = \sqrt{3.2/9.8}$
$t \approx \mathbf{0.57 \text{ s}}$
On the Moon ($1.62\text{m/s}^2$ | $5.3\text{ft/s}^2$):
$t = \sqrt{2h/g} = \sqrt{3.2/1.62}$
$t \approx \mathbf{1.40 \text{ s}}$
Technical Conclusion: The fall on the Moon is approximately 145% slower ($\Delta t = 0.83\text{s}$). Use the simulator to recreate this visual delay by setting both objects in a vacuum and modifying only the $g$ value.

Fluid Dynamics: AulaQuest's Physics Engine

AulaQuest utilizes a numerical resolution engine that calculates vector forces frame-by-frame. This allows for analyzing the complete dynamics of a fall: how drag force increases with velocity, how acceleration progressively decreases, and why it ultimately reaches zero when dynamic equilibrium is achieved.

Pedagogical use of the "% Air Resistance" slider

The drag slider does not represent a real physical coefficient of the air. It is a dimensionless control parameter. It is engineered with high sensitivity so that terminal velocity is observable over manageable laboratory distances (10 m – 500 m).

Physical Properties of Objects

ObjectMass ($m$)Radius ($r$)Drag Coef. $C_d$
Cannonball50 kg (110 lbs)12 cm (4.7 in)0.47
Bowling Ball5 kg (11 lbs)18 cm (7.1 in)0.47
Astronaut100 kg (220 lbs)40 cm (15.7 in)1.00
Soccer Ball0.45 kg (1.0 lb)18 cm (7.1 in)0.25
Ping Pong Ball2.7 g (0.006 lbs)2 cm (0.8 in)0.50
Feather10 g (0.02 lbs)10 cm (3.9 in)2.00
Linear Model ($F_d = k \cdot v$)

Drag force is directly proportional to velocity. Typical of highly viscous fluids or very small scale objects (Stokes' Drag).

Theoretical Terminal Velocity:
$$v_t = \frac{m\,g}{k}$$
Quadratic Model ($F_d = k \cdot v^2$)

Drag force is proportional to the square of velocity. The standard model for free fall in air (Newton's Drag).

Theoretical Terminal Velocity:
$$v_t = \sqrt{\frac{m\,g}{k}}$$

🔍 Verification Guide: Earth ($g = 9.81 m/s^2$) & 6% Air Resistance. Quadratic Model.

⚽
Soccer Ball (0.45 kg / 1.0 lb)
Engine k: 3.817e-2
Calculated vt: 10.75 m/s (35.3 ft/s)
👨‍🚀
Astronaut (100 kg / 220 lbs)
Engine k: 7.540e-1
Calculated vt: 36.07 m/s (118.3 ft/s)

Velocity vs. Time Graph Behavior

Classroom Physics: "Observe how the curve's slope decreases over time. Less slope means less acceleration. When the line is completely flat, the upward drag force perfectly balances the downward force of gravity (Net Force = 0)."

Your Classroom. Your Conditions. Your Method.

Smart Presets: Start the lesson exactly where you want

Configure the simulation with your initial values, hide controls, and lock variables. Students won't just "explore randomly": they enter the precise physical scenario you've designed.

  • URL Access linked directly to your teacher configuration
  • Variables locked for deep calculation and reasoning tasks
  • Integrated self-grading activities sent directly to your dashboard
Digital Lab Notebooks

No quick answers here. Students formulate hypotheses, record raw data, build tables, analyze graphs, and write comprehensive conclusions. A complete lab experience with real scientific rigor.

  • Manual section-by-section grading, just like a traditional lab report
  • Individual and group progress tracking from the Teacher Dashboard
  • Direct grading and PDF report generation

Available exclusively for Verified Educators.

Explore fascinating stories at the AulaQuest Blog

👨‍🚀 When Physics Leaps into the Void

One man. 24 miles above Earth. And the exact same equations you just used in this simulation.Discover how Felix Baumgartner turned a free fall leap into a global-scale physics lesson:
👉 Discover the craziest — and most precise — jump in history
Blog

Physics Virtual labs

Vertical motion simulation

Vertical Motion

1D Kinematics simulation

1D Kinematics

Inclined plane simulation

Inclined Plane

Coupled pendulums simulation

Coupled Pendulums

Ready for your next challenge?

Master other STEM subjects with our interactive virtual labs.

Physics Chemistry Math
© 2026 AulaQuest by Jose Luis Bernal | Legal
By using AulaQuest, you agree to our Privacy Policy and Terms of Use | Cookies |
aulaquest logo
Gestionar consentimiento

Para mejorar tu experiencia en AulaQuest usamos tecnologías como las cookies, que nos ayudan a entender cómo navegas y a ofrecerte contenidos más útiles.
Dar tu consentimiento nos permite procesar datos como tu comportamiento de navegación o identificadores únicos en este sitio.
Si no das tu consentimiento, algunas funciones pueden verse limitadas.

Funcional Always active
El almacenamiento o acceso técnico es estrictamente necesario para el propósito legítimo de permitir el uso de un servicio específico explícitamente solicitado por el abonado o usuario, o con el único propósito de llevar a cabo la transmisión de una comunicación a través de una red de comunicaciones electrónicas.
Preferencias
El almacenamiento o acceso técnico es necesario para la finalidad legítima de almacenar preferencias no solicitadas por el abonado o usuario.
Estadísticas
El almacenamiento o acceso técnico que es utilizado exclusivamente con fines estadísticos. El almacenamiento o acceso técnico que se utiliza exclusivamente con fines estadísticos anónimos. Sin un requerimiento, el cumplimiento voluntario por parte de tu Proveedor de servicios de Internet, o los registros adicionales de un tercero, la información almacenada o recuperada sólo para este propósito no se puede utilizar para identificarte.
Marketing
El almacenamiento o acceso técnico es necesario para crear perfiles de usuario para enviar publicidad, o para rastrear al usuario en una web o en varias web con fines de marketing similares.
  • Manage options
  • Manage services
  • Manage {vendor_count} vendors
  • Read more about these purposes
Ver preferencias
  • {title}
  • {title}
  • {title}
aulaquest logo
Gestionar consentimiento
Para ofrecer las mejores experiencias, utilizamos tecnologías como las cookies para almacenar y/o acceder a la información del dispositivo. El consentimiento de estas tecnologías nos permitirá procesar datos como el comportamiento de navegación o las identificaciones únicas en este sitio. No consentir o retirar el consentimiento, puede afectar negativamente a ciertas características y funciones.
Funcional Always active
El almacenamiento o acceso técnico es estrictamente necesario para el propósito legítimo de permitir el uso de un servicio específico explícitamente solicitado por el abonado o usuario, o con el único propósito de llevar a cabo la transmisión de una comunicación a través de una red de comunicaciones electrónicas.
Preferencias
El almacenamiento o acceso técnico es necesario para la finalidad legítima de almacenar preferencias no solicitadas por el abonado o usuario.
Estadísticas
El almacenamiento o acceso técnico que es utilizado exclusivamente con fines estadísticos. El almacenamiento o acceso técnico que se utiliza exclusivamente con fines estadísticos anónimos. Sin un requerimiento, el cumplimiento voluntario por parte de tu Proveedor de servicios de Internet, o los registros adicionales de un tercero, la información almacenada o recuperada sólo para este propósito no se puede utilizar para identificarte.
Marketing
El almacenamiento o acceso técnico es necesario para crear perfiles de usuario para enviar publicidad, o para rastrear al usuario en una web o en varias web con fines de marketing similares.
  • Manage options
  • Manage services
  • Manage {vendor_count} vendors
  • Read more about these purposes
Ver preferencias
  • {title}
  • {title}
  • {title}
  • Explore Sims
  • Teacher Tools
    • Teacher Benefits
    • Activities & Labs
    • Custom presets
  • Aulashare
  • About
  • Contact |
  • Acceso:Profes