* Classic* Gizmos are venerable Gizmos that have been retired and are no longer officially supported by ExploreLearning.

2D Collisions (Classic) Adjust the mass and initial velocity of two pucks on a frictionless table and observe the motion in two dimensions. The initial velocity and mass of the pucks can be changed, along with the angle of the table. Collisions can be elastic, inelastic, or magnetic. Velocity of the pucks is determined by measurement of spark tracks, and the center of mass of the collision can be observed.

Density Lab With a scale to measure mass, a graduated cylinder to measure volume, and a large beaker of liquid to observe floatation, the relationship between mass, volume, density, and floatation can be investigated. The density of the liquid in the beaker can be adjusted, and many different objects can be studied during the investigation.

Driven Harmonic Motion (1 mass) A traditional lab where a sinusoidal driving force can be applied to a system consisting of a mass between two springs. Many variables can be adjusted, including oscillation frequency, the drag coefficient, and each spring constant, in an effort to find resonant frequencies.

Driven Harmonic Motion (2 masses) A traditional lab where a sinusoidal driving force can be applied to a system consisting of two masses between three springs. Many variables can be adjusted, including oscillation frequency, the drag coefficient, and each spring constant, in an effort to find resonant frequencies.

Fermat's Principle A "person" travels across the screen from one side to the other. The maximum velocity can be adjusted in each half of the screen, and the direction of motion can be controlled as the person walk or runs. Explore Fermat's principle in this real‑world application as a person tries to minimize the time required for a trip.

Freefall Lab - Terminal Velocity Investigate the motion of a ball, including terminal velocity, as it is dropped to the ground. The mass, radius, and initial height of the ball can be changed (along with the air density and vertical wind speed) as the position, velocity, and acceleration are measured.

Longitudinal Wave (Classic) Speaking (or screaming!) compresses a region of air in the throat that subsequently travels through the atmosphere. Compress air and observe how the wave (displaced air) travels through the atmosphere, the decay of amplitude over time, the cause of an echo, and how a standing wave can be created.

Moment of Inertia (Classic) Wrap a string around a bike tire, run the string across a pulley, and place some mass at the end of the string. You will learn about the moment of inertia and rotational motion as the string pulls on the edge of the wheel, causing it to spin. Varying masses can be placed on the spokes of the bike tire.

Phased Array (Classic) Using four closely spaced objects that produce waves, the spacing, frequency, and phase shift of each wave source can be adjusted. Wave crests from each source is visible, and with all four sources you can see regions of constructive interference that move over time. This is known as a phased array and has real-world applications such as radar and ultrasound.

Shoot the Monkey (Classic) Learn about projectile motion by firing directly towards a falling target (in this case balloons are flung at a monkey). The velocity and position (both horizontal and vertical) of the projectile can be manipulated, and the target begins to fall at the same time the projectile is fired.

Six-sided Snowflake: Advanced Fold paper and cut in a certain way to make symmetrical snowflakes with six sides, similar to what can be found in nature. This simulation allows you to cut virtual paper on the computer screen with round dot or square dot "scissors" of various sizes before using physical paper.

Snow Flake Designer (8 sides) Fold paper and cut in a certain way to make symmetrical snowflakes with eight sides. This eight‑sided technique of folding the paper is common even though real snowflakes in nature have six sides. This simulation allows you to cut virtual paper on the computer screen with round dot "scissors" of various sizes before using physical paper.

Sound Beats Listen to sounds that have a similar frequency and you will hear pulses (or beats) due to the interference of the sound waves. After listening to beats caused by several known frequencies, you will use your knowledge to determine the frequency of unknown sounds. The beats are a common real‑world application that is very useful when tuning musical instruments.

Subtractive Colors (Classic) Move spots of yellow, cyan, and magenta paint on a white surface. As the colors overlap, other colors can be seen due to color subtraction. The color of most things you see, such as cars, leaves, paintings, houses and clothes, are due to color subtraction. Observe what colors appear as different paint colors overlap.

Systems of Linear Inequalities (Slope-intercept form) (Classic) Compare a system of linear inequalities in slope-intercept form to its graph. Vary the coefficients and inequality symbols in the system. Explore how the boundary lines, shaded regions, and the intersection of the shaded regions change in response.