Graph Rider: Match the Velocity Graph

An educational simulation game. Read the slope of a v–t graph, set the acceleration for each leg, and drive along the target line.

Acceleration as slopeVelocity–time graphs

TRACK AND VELOCITY–TIME GRAPH

Speed up, then cruise

Ready
Enable JavaScript to drive the cart. The instructions and worked example remain readable.
Target v(t)Your v(t)Velocity vAcceleration aArea = displacement
On this legv = v₀ + a·t

Time

0.00 s

t

Velocity

0.00 m/s

vₓ

Acceleration

0.0 m/s²

aₓ = Δv ÷ Δt

Displacement

0.00 m

Δx = area under v–t

Gap to target

0.00 m

x − x_target

Read the slopes, then set the plan

The dashed line is the target velocity. On each leg the acceleration is the slope, Δv ÷ Δt. Set one acceleration per leg and press Play.

Read the slopes before you drive.

Mission score—

Matching every leg earns 100 points. Matching on the first run adds 50.

✓ Graph matched① First try

How to play Graph Rider

  1. Choose a target. The dashed line shows the velocity the cart should have at every moment.
  2. For each leg, read how much the velocity changes and how long the leg lasts.
  3. Set each leg's acceleration to its slope, Δv ÷ Δt. A flat leg needs a = 0; a falling leg needs a negative a.
  4. Press Play. Your trace is drawn over the target while your cart drives beside the target cart. Pause or step to read the meters.

Acceleration is the slope of a velocity–time graph

Acceleration is the rate at which velocity changes: a = Δv ÷ Δt. On a v–t graph, that is the slope. A rising line means positive acceleration, a falling line negative acceleration, and a flat line zero acceleration, even if the object is moving fast. The area between the graph and the time axis is the displacement; area below the axis counts as negative.

A focused learning model

The track is straight and the cart is treated as a point. On each leg the acceleration is exactly constant, and it changes instantly between legs, so the v–t graph is made of straight pieces while the velocity itself never jumps. Position and velocity come from exact formulas, and the run plays in real time.

Changing language keeps your target, plan, attempts, and run.