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Home/Topics/Circular motion/Carousel

Carousel: Time the Lap

An educational simulation game. Predict how long a lap takes, how fast the carousel turns, and where the horse will be, then start the ride and check.

Uniform circular motionAngular velocity

01 / Choose a ride

Seen from above, the carousel turns counter-clockwise at a steady rate. θ is measured from the start mark; r is the horse's distance from the centre.

02 / Predict

How long does the horse take to go once around?

T =s

Give ω in rad/s: one lap is 2π rad = 360°. Changing your answer resets the ride.

03 / Observe

The graph on the right plots θ against t. A steady turn gives a straight line, and its slope is ω.

CAROUSEL

One lap

Ready
Enable JavaScript to start the carousel. The instructions and worked example remain readable.
Velocity vRadius rPath and gateYour flag or drone
Angle and arcθ = ω·t

Time

0.00 s

t

Angle turned

0.00 rad

= 0.0°

Arc length

0.00 m

s = r·θ

Angular velocity

0.000 rad/s

ω = Δθ ÷ Δt

Speed

0.00 m/s

v = ω·r

↗
Predict before you start

Type your answer to set up the ride. Start stays off until there is an answer.

Predict the ride before you start it.

Mission score—

A right answer, within 2%, earns 100 points. Getting it right on the first ride adds 50. A ride counts as soon as it starts.

✓ Right answer① First try

How to play Carousel

  1. Choose a ride and read the radius, speed, period, or angular velocity on its card.
  2. Use T = 2πr ÷ v, ω = 2π ÷ T, v = ω·r, or θ = ω·t to find the answer.
  3. Type your answer and press Start. A time stops the ride, an angular velocity spins it, a speed flies the drone, and an angle plants your flag.
  4. Watch the θ–t graph: a steady turn draws a straight line, and its slope is the angular velocity ω.

What is uniform circular motion?

An object in uniform circular motion goes around a circle at constant speed. It covers equal angles in equal times, so its angle grows steadily: θ = ω·t, where ω is the angular velocity in radians per second. One lap is 2π rad and takes the period T = 2π ÷ ω. A point at radius r travels the arc s = r·θ, so its speed is v = ω·r. Everything on a turning carousel has the same ω, but an outer horse moves faster than an inner one. The speed never changes, yet the velocity does, because its direction keeps turning along the circle.

Worked example: a carousel that turns 3 times a minute

Three laps in 60 s give T = 20 s, so ω = 2π ÷ 20 = 0.314 rad/s. A horse 6 m from the centre moves at v = ω·r = 0.314 × 6 = 1.88 m/s, and in 5 s it turns θ = 0.314 × 5 = 1.57 rad, a quarter turn of 90°.

A focused learning model

The carousel turns at one steady angular velocity with no speeding up or slowing down; the ride starts and stops instantly. The horse is a point at a fixed radius. Laps and the stop are found exactly. Every ride uses the same view and plays twice as fast as real time; long rides play faster, as shown on the canvas.

Changing language keeps your ride, answer, attempts, and run.

Explore → predict → measure → explainEducational simulation games · Phisicos