LLOS.ai Physics Planning Artifact

Physics Lab Series: Feel First, Formula Second

This file turns the launch-angle discussion into a planning document with reusable simulation engines, visual mockups, classroom workflows, and a concept coverage map. The core pattern is: prediction → commitment → simulation → surprise → explanation → next variation.

Predict → Run → Reflect40–50 reusable engines350–500 physics conceptsMobile-first one-screen labs

The reusable learning loop

PredictCommitRun SimulationFeel the GapExplainRetry

This is stronger than formula-first learning because the student owns a guess before seeing the result. The explanation lands after surprise, not before it.

Coverage estimate

350–500

unique physics concepts can be taught through about 40–50 reusable game engines with variations.

Simulation and illustration mockups

1. Aim Engine — Launch Angle

Controls: angle + speed. Teaches projectile range, complementary angles, maximum range.
AngleSpeedTarget distance

2. Elevated Target Variant

Goal: pass through a ring at height. Teaches x-y decomposition and multiple trajectory solutions.
DistanceHeightTwo possible arcs

3. Moving Target Variant

Student learns: aim where the target will be, not where it is. Teaches relative motion and prediction.
Target speedLead angleTime of flight

4. Drop Race

lightheavy
Prediction: which lands first? Misconception killer for free fall and gravitational acceleration.
MassHeightAir on/off

5. Spring Launcher

Stretch a spring, launch a block. Teaches Hooke’s law, elastic energy, energy transfer.
StretchMassFriction

6. Circuit Builder

Rbrightness?
Predict bulb brightness. Teaches Ohm’s law, series/parallel, current, voltage, resistance.
Battery VResistanceSeries/Parallel

7. Lens Explorer

Move object, predict image. Teaches focal length, real/virtual image, magnification.
Object distanceFocal lengthImage type

8. Wave Tank

λ
Change frequency and wavelength. Teaches wave speed, period, frequency, amplitude.
FrequencyWavelengthMedium

Workflow template for every lab

🎯

1. Set a target

Distance, brightness, balance point, image location, wave speed, stopping point, or final temperature.

🎚️

2. Expose 2–3 controls

Keep controls small: angle/speed, mass/friction, voltage/resistance, focal length/object distance.

🧠

3. Force prediction

The learner must choose before the simulation runs. This creates ownership.

▶️

4. Run visible physics

The animation must show cause and result, not just reveal an answer.

💥

5. Explain miss/hit

Use concrete language: short, long, too much resistance, not enough voltage, image behind lens.

🔁

6. Give next variation

Same engine, new constraint. That is how concepts scale.

Concept coverage table

Concept FamilyGame / VariationPrimary ConceptsSecondary ConceptsEstimated Concepts Covered
MotionLaunch AngleProjectile motionRange, trajectory, complementary angles8–12
MotionLaunch SpeedVelocity and rangeOptimization, maximum range5–8
MotionElevated Target2D kinematicsMultiple solutions, apex, vertical displacement8–12
MotionMoving TargetRelative motionLead prediction, vectors, time of flight6–10
MotionDrop RaceFree fallMass independence, acceleration due to gravity5–8
MotionRamp RollerInclined planesAcceleration, friction, components of weight8–15
ForcesTug of WarNet forceBalanced/unbalanced forces, acceleration6–10
ForcesCrate PushFrictionNormal force, static vs kinetic friction8–12
ForcesParachute DropAir resistanceTerminal velocity, drag6–10
ForcesElevator LabApparent weightNormal reaction, acceleration effects6–10
EnergySpring LauncherElastic potential energyHooke’s law, energy conversion10–15
EnergySkate ParkConservation of energyPotential ↔ kinetic, losses10–15
EnergyBouncing BallEnergy lossCoefficient of restitution, heat/sound loss8–12
MomentumCollision ArenaMomentum conservationElastic/inelastic collision, impulse10–15
MomentumTruck vs CarImpulseForce-time graph, safety, crumple zones8–12
RotationDoor ChallengeTorqueLever arm, angle of force8–12
RotationSeesaw BalanceMomentsEquilibrium, center of mass8–12
WavesWave TankWave speedFrequency, wavelength, amplitude10–15
WavesRope PulseReflectionFixed/free boundary, superposition8–12
SoundDoppler StreetDoppler effectRelative motion, pitch change8–12
HeatCoffee Cup LabHeat transferConduction, convection, radiation8–12
HeatGas BoxGas lawsPressure, volume, temperature10–15
ElectricityBulb BrightnessOhm’s lawCurrent, resistance, voltage10–15
ElectricitySeries BuilderSeries circuitsEquivalent resistance, voltage division8–12
ElectricityParallel BuilderParallel circuitsCurrent paths, equivalent resistance8–12
MagnetismElectromagnet BuilderCurrent and magnetismCoils, field strength, polarity8–12
OpticsMirror ExplorerReflectionReal/virtual images, magnification10–15
OpticsLens ExplorerRefractionFocal length, image formation10–15
Modern PhysicsHalf-Life ChallengeRadioactive decayProbability, exponential decay8–12
Modern PhysicsSolar Panel LabPhotoelectric intuitionEnergy conversion, photons5–8

The 12 feeling archetypes

AimFallPushPullStretchBalanceSpinBounceFlowReflectFocusOscillate

Instead of treating physics as hundreds of formulas, the curriculum can organize concepts around repeatable bodily feelings. The formula becomes the name of the feeling after the learner has experienced it.

Build strategy

Start with 8 gold engines: Launch, Drop, Push/Friction, Spring, Collision, Circuit, Lens, Wave. Each engine should have 3–5 variations. That gives roughly 40–60 playable labs before needing a new engine.

Rule: Do not build one simulation per concept. Build one feeling engine per family, then vary constraints.

Minimum lab schema

id · title · family · archetype · controls · target · equation · misconception · feedback_hit · feedback_miss · next_variation

This schema keeps labs scalable, searchable, and API-ready for CBSE, JEE/NEET intuition, IGCSE, AP, and general science learning.