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Label Description LG Status Operations
1DAvgVelConstAccel For an object in one-dimensional motion with constant acceleration, the average velocity during a time interval equals the arithmetic mean of the initial and final velocities: $v_{\text{avg}} = \frac{1}{2} \left(v_1 + v_2\right)$. 0 Ready Edit
1DAvgVelConstAccel (Copy) For an object in one-dimensional motion with constant acceleration, the average velocity during a time interval equals the arithmetic mean of the initial and final velocities: $v_{\text{avg}} = \frac{1}{2} \left(v_1 + v_2\right)$. 0 Draft Edit
1DAvgVelConstAccel (Copy) For an object in one-dimensional motion with constant acceleration, the average velocity during a time interval equals the arithmetic mean of the initial and final velocities: $v_{\text{avg}} = \frac{1}{2} \left(v_1 + v_2\right)$. 0 Draft Edit
1DAvgVelConstAccel (Copy) For an object in one-dimensional motion with constant acceleration, the average velocity during a time interval equals the arithmetic mean of the initial and final velocities: $v_{\text{avg}} = \frac{1}{2} \left(v_1 + v_2\right)$. 0 Draft Edit
1DAvgVelConstAccel (Copy) (Copy) For an object in one-dimensional motion with constant acceleration, the average velocity during a time interval equals the arithmetic mean of the initial and final velocities: $v_{\text{avg}} = \frac{1}{2} \left(v_1 + v_2\right)$. 0 Draft Edit
1DAvgVelConstAccel (Copy) (Copy) For an object in one-dimensional motion with constant acceleration, the average velocity during a time interval equals the arithmetic mean of the initial and final velocities: $v_{\text{avg}} = \frac{1}{2} \left(v_1 + v_2\right)$. 0 Draft Edit
1DAvgVelConstAccel (Copy) (Copy) (Copy) For an object in one-dimensional motion with constant acceleration, the average velocity during a time interval equals the arithmetic mean of the initial and final velocities: $v_{\text{avg}} = \frac{1}{2} \left(v_1 + v_2\right)$. 0 Draft Edit
1DVector In one dimension, a vector can be represented by a signed number, where the sign (positive or negative) corresponds to direction and the number corresponds to magnitude. 0 Ready Edit
1DVector (Copy) In one dimension, a vector can be represented by a signed number, where the sign (positive or negative) corresponds to direction and the number corresponds to magnitude. 0 Draft Edit
1DVector (Copy) In one dimension, a vector can be represented by a signed number, where the sign (positive or negative) corresponds to direction and the number corresponds to magnitude. 0 Draft Edit
1DVector (Copy) (Copy) In one dimension, a vector can be represented by a signed number, where the sign (positive or negative) corresponds to direction and the number corresponds to magnitude. 0 Draft Edit
1DVector (Copy) (Copy) In one dimension, a vector can be represented by a signed number, where the sign (positive or negative) corresponds to direction and the number corresponds to magnitude. 0 Draft Edit
1DVector (Copy) (Copy) (Copy) In one dimension, a vector can be represented by a signed number, where the sign (positive or negative) corresponds to direction and the number corresponds to magnitude. 0 Draft Edit
Absorption Absorption is when light hits an object and doesn't bounce off or go through. 2 Ready Edit
Absorption (Copy) Absorption is when light hits an object and doesn't bounce off or go through. 0 Draft Edit
Absorption (Copy) Absorption is when light hits an object and doesn't bounce off or go through. 0 Draft Edit
Absorption (Copy) (Copy) Absorption is when light hits an object and doesn't bounce off or go through. 0 Draft Edit
Absorption (Copy) (Copy) Absorption is when light hits an object and doesn't bounce off or go through. 0 Draft Edit
Absorption (Copy) (Copy) (Copy) Absorption is when light hits an object and doesn't bounce off or go through. 0 Draft Edit
Absorption (Copy) (Copy) (Copy) (Copy) Absorption is when light hits an object and doesn't bounce off or go through. 0 Draft Edit
AbsorptionWarm If an object absorbs a lot of light, it gets warm. 0 Ready Edit
AbsorptionWarm (Copy) If an object absorbs a lot of light, it gets warm. 0 Draft Edit
AbsorptionWarm (Copy) (Copy) If an object absorbs a lot of light, it gets warm. 0 Draft Edit
AbsorptionWarm (Copy) (Copy) If an object absorbs a lot of light, it gets warm. 0 Draft Edit
AccelAreaIsVelChange For an object in one-dimensional motion, on an acceleration v. time graph, the area under the curve between two times (clock readings), is the change of velocity during that time interval. 7 Ready Edit
AccelAreaIsVelChange (Copy) For an object in one-dimensional motion, on an acceleration v. time graph, the area under the curve between two times (clock readings), is the change of velocity during that time interval. 0 Draft Edit
AccelAreaIsVelChange (Copy) For an object in one-dimensional motion, on an acceleration v. time graph, the area under the curve between two times (clock readings), is the change of velocity during that time interval. 0 Draft Edit
AccelAreaIsVelChange (Copy) (Copy) For an object in one-dimensional motion, on an acceleration v. time graph, the area under the curve between two times (clock readings), is the change of velocity during that time interval. 0 Draft Edit
AccelAreaIsVelChange (Copy) (Copy) For an object in one-dimensional motion, on an acceleration v. time graph, the area under the curve between two times (clock readings), is the change of velocity during that time interval. 0 Draft Edit
AccelAreaIsVelChange (Copy) (Copy) (Copy) For an object in one-dimensional motion, on an acceleration v. time graph, the area under the curve between two times (clock readings), is the change of velocity during that time interval. 0 Draft Edit
AccelComptoVelComp An object having a positive(negative) component of acceleration along a particular dimension during a time interval will have a greater(lesser) component of velocity along that dimension at the end of the interval than at the beginning of the interval. 0 Ready Edit
AccelComptoVelComp (Copy) An object having a positive(negative) component of acceleration along a particular dimension during a time interval will have a greater(lesser) component of velocity along that dimension at the end of the interval than at the beginning of the interval. 0 Draft Edit
AccelComptoVelComp (Copy) An object having a positive(negative) component of acceleration along a particular dimension during a time interval will have a greater(lesser) component of velocity along that dimension at the end of the interval than at the beginning of the interval. 0 Draft Edit
AccelComptoVelComp (Copy) An object having a positive(negative) component of acceleration along a particular dimension during a time interval will have a greater(lesser) component of velocity along that dimension at the end of the interval than at the beginning of the interval. 0 Draft Edit
AccelComptoVelComp (Copy) An object having a positive(negative) component of acceleration along a particular dimension during a time interval will have a greater(lesser) component of velocity along that dimension at the end of the interval than at the beginning of the interval. 0 Draft Edit
AccelComptoVelComp (Copy) (Copy) An object having a positive(negative) component of acceleration along a particular dimension during a time interval will have a greater(lesser) component of velocity along that dimension at the end of the interval than at the beginning of the interval. 0 Draft Edit
Acceleration An object's (instantaneous) acceleration is the instantaneous rate of change of its velocity. The SI unit for the magnitude of acceleration is meters per second squared ($\mathrm{m/s}^2$). 0 Ready Edit
Acceleration (Copy) An object's (instantaneous) acceleration is the instantaneous rate of change of its velocity. The SI unit for the magnitude of acceleration is meters per second squared ($\mathrm{m/s}^2$). 0 Draft Edit
Acceleration (Copy) An object's (instantaneous) acceleration is the instantaneous rate of change of its velocity. The SI unit for the magnitude of acceleration is meters per second squared ($\mathrm{m/s}^2$). 0 Draft Edit
Acceleration (Copy) An object's (instantaneous) acceleration is the instantaneous rate of change of its velocity. The SI unit for the magnitude of acceleration is meters per second squared ($\mathrm{m/s}^2$). 0 Draft Edit
Acceleration (Copy) (Copy) An object's (instantaneous) acceleration is the instantaneous rate of change of its velocity. The SI unit for the magnitude of acceleration is meters per second squared ($\mathrm{m/s}^2$). 0 Draft Edit
Acceleration (Copy) (Copy) An object's (instantaneous) acceleration is the instantaneous rate of change of its velocity. The SI unit for the magnitude of acceleration is meters per second squared ($\mathrm{m/s}^2$). 0 Draft Edit
Acceleration (Copy) (Copy) (Copy) An object's (instantaneous) acceleration is the instantaneous rate of change of its velocity. The SI unit for the magnitude of acceleration is meters per second squared ($\mathrm{m/s}^2$). 0 Draft Edit
AccelerationMap 0 Draft Edit
AccelFnetSameDir An object's acceleration, and the net force on the object, are in the same direction. 0 Ready Edit
AccelFnetSameDir (Copy) An object's acceleration, and the net force on the object, are in the same direction. 0 Draft Edit
AccelFnetSameDir (Copy) An object's acceleration, and the net force on the object, are in the same direction. 0 Draft Edit
AccelFnetSameDir (Copy) (Copy) An object's acceleration, and the net force on the object, are in the same direction. 0 Draft Edit
AccelFnetSameDir (Copy) (Copy) (Copy) An object's acceleration, and the net force on the object, are in the same direction. 0 Draft Edit
AccelFPropComponent The component of an object’s acceleration in a particular direction is directly proportional to the component of the net force acting on the object in that direction. 0 Ready Edit

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