Monday, July 27, 2026

Nuclear Weapons sim for NCEA 2 and 3 Physics

 

Less than a gram: a nuclear weapons physics simulator for NCEA Physics


There's one number in this whole topic that stops a class dead. The bomb that destroyed Hiroshima released its energy by converting less than a gram of matter. Not a gram of uranium — a gram of mass, vanished, turned entirely into energy. Everything else in the physics of nuclear weapons is an unpacking of that single sentence, and this simulator is built to make it land.

A word on scope first, because the subject demands it. This tool covers the physics that AS91172 assesses: how much energy comes from how little mass, why a chain reaction can run away, and why a reactor can't. It deals in mechanism and principle only. There is nothing here about how a device is engineered — no critical-mass figures as design targets, no assembly mechanisms, no specifications. Those aren't in the standard and aren't in the tool. What is here is some of the most striking physics in the whole course.

It's a single self-contained web page — open it in a browser, put it on the projector, done. Below I'll walk through the physics across its four screens, then flag some ways to use it.

E = mc², made concrete

Students meet E = mc² as a famous equation long before they meet it as a calculation. The first screen turns it into arithmetic they can follow.

Pick a device — Little Boy, Trinity, Fat Man, or one of two much larger test devices — and the screen shows the energy released and the mass that had to disappear to produce it. For Hiroshima's roughly 15 kilotonnes (6.28 × 10¹³ joules), you rearrange the equation to find the mass:

Δm = E / c² = 6.28 × 10¹³ / (3.00 × 10⁸)² ≈ 7 × 10⁻⁴ kg

Less than a gram. The animation shows that speck of matter on one side and the energy pouring out on the other, and the contrast is the entire point. A city was destroyed by converting a fraction of a gram of matter completely into energy.

There's a second number here that's easy to conflate with the first, and the tool keeps them apart deliberately. About 0.7 grams of mass disappeared, but about 0.76 kilograms of uranium fissioned. Those aren't the same thing. The uranium nuclei that split are still there afterwards — they've become lighter fragments, and it's the tiny difference in mass between the original nucleus and its fragments, multiplied by c², that comes out as energy. Students who grasp that distinction understand mass defect properly; students who don't tend to think the whole kilogram of uranium turned into energy, which is off by a factor of a thousand.

The chain reaction, and the tyranny of exponential growth

One fission releases energy and a couple of spare neutrons. If those neutrons go on to cause further fissions, and those release more neutrons, you have a chain reaction. The second screen lets you control it with a single number: k, the number of neutrons from each fission that go on to cause another.

Set k below 1 and the reaction dies out — each generation is smaller than the last. Set it to exactly 1 and it holds steady, which is a reactor at constant power. Set it above 1 and the numbers double, and double again, and again. This is the difference between a power station and a weapon, and it's a single slider.

But the real lesson of this screen is what exponential growth actually feels like, and it's genuinely counterintuitive. Run the chain reaction and watch the counter. For a 15-kilotonne yield you need about 2 × 10²⁴ fissions — starting from a single neutron, that's roughly 81 doublings. Here's the part that surprises everyone:

  • At generation 70, the energy released so far is about 18 tonnes of TNT. Negligible on the scale of the final result.
  • At generation 80, it's about 18 kilotonnes — essentially the whole thing.

The entire, city-destroying yield arrives in the last five doublings. For sixty-something generations it looks like almost nothing is happening, and then everything happens at once. With about 10 nanoseconds between generations, the whole event is over in under a millionth of a second — which is why, once it begins, there is no possibility of intervening. That "almost everything arrives at the very end" behaviour is a property of every exponential process, and it's worth sitting with well beyond nuclear physics: it's the same maths behind compound interest, viral spread, and runaway feedback of any kind.

Three designs, one principle

The third screen compares the two 1945 bomb designs and the later hydrogen bomb — as concept diagrams, showing the physical idea rather than any engineering.

The physics that separates the first two is a single idea: critical mass depends on density. Whether a chain reaction can sustain itself comes down to whether neutrons are more likely to hit another nucleus than to escape from the surface — and that depends on how tightly the nuclei are packed, not just on how much material there is.

  • The gun-type design (Little Boy) brings two pieces of uranium together. Each alone is too small to sustain a reaction; combined, the assembly is large enough that neutrons find another nucleus before escaping. Simple, and wasteful — only about 1% of the uranium fissioned before the device blew itself apart.
  • The implosion design (Trinity, then Fat Man) instead compresses a single sphere. Squeeze the same material into a smaller volume and its density rises, so neutrons travel less far between nuclei and fewer escape. A mass that was subcritical becomes supercritical without adding any material at all. This is far more efficient — Fat Man fissioned a much larger fraction of a much smaller core.

The hydrogen bomb adds a second stage where light nuclei fuse, triggered by the extreme temperature of a fission first stage. Fusion isn't limited by critical mass the way fission is, which is why yields jumped from kilotonnes to megatonnes. And the fusion reaction itself is the same deuterium–tritium physics students meet in the fusion simulator elsewhere in the suite — a nice moment where two topics connect.

There's also a satisfying bit of physics in why these devices are inefficient at all. Once the material is heated to millions of degrees it expands violently, its density drops, and the chain reaction stops. The reaction destroys the very conditions it needs to continue — which is exactly why the gun-type design wasted 99% of its fuel.

The fourth screen, and a sanity check on the numbers

The last screen is a yield comparison on a logarithmic scale, running from conventional explosives up through the 1945 bombs to the largest device ever tested — which released something like 3,300 times the energy of Hiroshima. A log scale is the only honest way to show that range on one chart, and it's a good incidental lesson in why we use log scales at all.

All the energy figures were checked against the physics before they went in: the mass–energy conversions, the fission counts (200 MeV per fission), the number of doublings required. When the tool tells you a 15-kilotonne yield needs about 81 generations, that's calculated, not asserted — and it's the same calculation a student would do by hand, just run instantly as you change the device.

Using it in class

  • Lead with the gram. Open on the E = mc² screen and let the "less than a gram" number sit before you explain anything. It buys attention for the rest of the lesson.
  • Separate the two masses explicitly. Mass converted versus fuel fissioned is the single most common misconception in this topic. The readouts show both — make students say which is which.
  • Run the chain reaction and watch the counter, not the slider. The point isn't that k > 1 grows; it's how it grows. Pause at generation 70, note how little energy there is, then step to 80. The jump does the teaching.
  • Tie fission and fusion together. When you reach the hydrogen bomb's second stage, jump back to the fusion simulator. Same D–T reaction, same binding-energy curve — students see the topic as connected rather than a list.
  • Use the log scale deliberately. Ask why the yields can't be shown on a normal axis. It's a genuine maths point wearing a physics costume.

The whole thing scales up for projection — there's a zoom control in the corner, or full-screen the browser — and it sits alongside the reactor, fission/fusion and nucleus simulators, so the same E = mc² that runs the power station runs the weapon. That one equation covers both is, quietly, one of the more remarkable facts in the whole of physics.

Ionisation Sim for NCEA 2 and 3

What actually happens when radiation hits matter: an ionisation simulator for NCEA Physics


https://magical-bienenstitch-61644e.netlify.app/

download

Ask a class what radiation does, and you'll get answers about danger, glowing green barrels, and superheroes. Ask what it does to a single atom, and the room goes quiet. That gap — between the word "ionising" and the mechanical picture of an electron being knocked loose — is exactly where AS91172 lives, and it's the gap this simulator is built to close.

It's a single self-contained web page. No install, no login, no plugin: open it in a browser, put it on the projector, and it runs. Below I'll walk through the physics it shows, then flag some ways to use it in class.

The one idea everything hangs on

Ionisation is the removal of an electron from a neutral atom. That's it. What's left behind is a positive ion, the freed electron is negative, and together they're called an ion pair. Every hazard, every detector, every dose calculation in this topic is downstream of that one event happening a very large number of times.

The catch that students miss is that it isn't automatic. An atom holds its electrons with a specific amount of energy — the ionisation energy — and a passing particle can only free an electron if it brings at least that much. Below the threshold, nothing happens. The particle scatters away and the atom is untouched.

The first screen of the simulator makes this a button-press. You pick a target atom, set the incoming energy, and fire. If the energy clears the atom's ionisation energy, an electron is knocked free and you're left with a labelled ion pair. If it doesn't, the particle visibly bounces off and the readout tells you why.

The numbers here are real. Hydrogen's ionisation energy is 13.6 eV; helium's is 24.6 eV; sodium's is only 5.1 eV. That spread is the whole lesson. Set the incoming energy to 10 eV and fire it at sodium, then at helium: sodium ionises, helium doesn't. Same particle, same energy, different outcome — because the atoms hold their outer electrons with different grips. It's a concrete way into why the periodic table's ionisation energies vary, without hand-waving.

There's also a live conversion in the working strip, because the standard exam move is to switch between electronvolts and joules:

E = 13.6 eV × 1.60 × 10⁻¹⁹ = 2.18 × 10⁻¹⁸ J

Nothing exotic, but seeing it recompute as you change the target removes the mystery from where the joules come from.

Why alpha, beta and gamma behave so differently

Here's the part that usually gets memorised rather than understood. Students learn that alpha is stopped by paper, beta by aluminium, and gamma needs lead — and they learn it as three unrelated facts. The second screen shows that all three follow from one thing: charge.

An alpha particle carries a charge of +2 and is heavy and slow. Its electric field reaches out and yanks on the electrons of every atom it drifts past, so it creates ion pairs prolifically — several thousand per millimetre in air. But there's a price: it's spending its energy at a furious rate, so it runs out quickly. A few centimetres of air, and it's done. In tissue it manages about 40 micrometres — the thickness of a few cells.

A beta particle is a single electron: charge −1, and far lighter. It moves fast and interacts more weakly with each atom it passes, producing only around ten ion pairs per millimetre in air. Spending its energy slowly, it travels much further — metres of air, or a couple of millimetres of aluminium. In the simulator its track visibly zigzags, because a light particle scatters easily off the atoms it meets.

A gamma ray has no charge at all. This changes everything. With no electric field, it can't reach out and pull on electrons — it only does anything when it happens to score a direct hit on an atom. Those hits are rare, so gamma is the least ionising of the three, and it penetrates the furthest.

When you fire each type into a material in the simulator, you see these differences directly: the dense, short alpha track that stops dead; the sparse, wandering, far-reaching beta; and gamma, which behaves in a completely different way from the other two.

The inverse relationship, and why gamma never truly stops

Put those three behaviours side by side and a pattern jumps out: the most ionising radiation is the least penetrating. Alpha ionises intensely and stops almost immediately; gamma ionises weakly and travels a long way. The third screen makes this explicit — a barrier diagram over a chart of ion pairs per millimetre — but the reason is worth stating plainly, because it's the Excellence-level insight:

Both properties come from the same cause. A particle travels only until it has given away all its energy. Ionise intensely and you spend that energy over a short distance, so you can't penetrate. Ionise weakly and your energy lasts, so you go far. Ionising power and penetrating power aren't two facts — they're two views of one quantity: how much energy the particle transfers per millimetre.

This also dissolves an apparent paradox in radiation safety. Alpha is the least dangerous source outside the body — the dead outer layer of your skin, about 0.07 mm, stops it completely. But it's the most dangerous if it gets inside you, through breathing or swallowing, because in there is no dead layer, and all that intense ionisation is dumped into a tiny volume of living tissue. Gamma is the mirror image: a hazard from outside because it penetrates, but much of it sails straight through you without interacting at all.

One last distinction the simulator is careful about. Alpha and beta have a definite range — a distance at which they simply stop, because they lose energy steadily. Gamma doesn't. It follows exponential attenuation:

I = I₀ e^(−μx)

Each equal thickness of shielding removes the same fraction of the beam, not the same amount. So you can reduce the intensity as much as you like, but it never becomes exactly zero. That's why gamma shielding is quoted as a half-value layer — the thickness that halves the intensity — rather than a "stopping" thickness. Fire gamma into lead and watch the intensity step down: 100%, 50%, 25%, 12.5%… always halving, never quite arriving at nothing. For a class that has just watched alpha stop dead in paper, seeing gamma refuse to stop is the moment the difference becomes real.

A note on the numbers, and one honest caveat

Every figure in the tool was checked against standard references before it went in: alpha's 3.6 cm range in air, its 40-micrometre range in tissue, beta's few metres in air, gamma's 8.6 mm half-value layer in lead. The ranges come from the same empirical formulas used in radiation physics (Geiger's rule for alpha, Katz–Penfold for beta, tabulated attenuation coefficients for gamma), so the trends you demonstrate are the real ones.

Two deliberate honesty choices are worth knowing about. First, the beta energy slider is capped at 3 MeV, because the range formula behind it is only valid up to there — and real beta sources sit below that anyway. Second, the "ion pairs per millimetre" figure is only shown for air, paper and tissue. In a metal it's switched off and marked not applicable, because the ~34 eV-per-ion-pair value is an air/tissue number, and in a metal the electrons are shared across the whole lattice rather than belonging to individual atoms. Metals appear in the tool purely as shielding, judged by how far the radiation gets. It felt more useful to show students where a model stops applying than to print a confident-looking number that isn't real.

Using it in class

A few entry points that have worked well:

  • Open on one atom, not on the three radiations. Establish what ionisation is — one electron, one threshold — before touching alpha, beta and gamma. The sodium-versus-helium comparison at a fixed 10 eV is a strong opener.
  • Let them predict, then fire. Before running beta into aluminium, ask how far it'll get compared to alpha. The gap between their guess and the result is where the learning is.
  • Chase the paradox. Once they've seen alpha stop in paper, ask which radiation they'd least want to eat. The answer surprises them, and the "least penetrating, most ionising" logic clicks.
  • Make gamma refuse to stop. After alpha and beta both halt at a definite range, firing gamma into lead and watching it only ever halve is the cleanest possible way into exponential attenuation and the half-value layer.
  • Read the working strip aloud. The eV-to-joule conversion and the ion-pairs = E/W calculation update live, laid out the way markers expect, so it doubles as a worked example rather than just an animation.

The whole thing scales up for projection — there's a zoom control in the corner, or just full-screen the browser — and it sits alongside the rest of the AS91172 suite, so the atom being ionised here is the same picture students meet when they get to decay, detection and dose.

If radiation has always been a set of facts your students recite rather than a mechanism they picture, this is an attempt to flip that: start with one electron leaving one atom, and let everything else — penetration, shielding, safety — fall out of it.

Crooke's Electron Tube for NCEA 3 Modern Physics

 This is a sim of Crooke's famous 3 demonstrations from circa 1879 that turned a mysterious glow into the first known subatomic particle--the electron. 


Download





Photo-electric Effect Simulator for NCEA 3 Physics

 This sim is for NCEA 3 AS91525 "Demonstrate Understanding of Modern Physics". 


Again, the scale is WAAAAY off and this is just to highlight the process. 


Download




Rutherford's Gold Foil Experiment Simulation

 This is a sim developed for NCEA 2 Physics AS 91172 "Demonstrate understanding of atomic and nuclear physics".


Note: this sim is for illustration purposes only! It is WAAAAAAY out of scale and vastly over-represents the proportion of alpha particles that were deflected or bounced back! 


Download

Friday, July 24, 2026

Level 2 Physics AS91172: "Demonstrate Understanding of Atomic and Nuclear Physics"

 Here's the series of videos I've done for nuclear physics.


The first one deals with Rutherford's famous gold foil experiment and models of the atom that you'll need to identify and explain in your assessment. 


Part 2 deals with radiation, radioactive decay types that you need to be able to explain (alpha, beta+, beta- and theta decay) and half-lives. 


In part 3 we discuss nuclear fusion, fission and nuclear power. 



 

Friday, August 15, 2025

Circle Geometry NCEA 1.6 The Bare Minimum You Need to Know

 

```html Interactive Circle Geometry Tutorial for Section 1.6

Interactive Circle Geometry Tutorial for Section 1.6

This interactive HTML page provides a comprehensive exploration of key circle geometry theorems relevant to curriculum section 1.6. Each theorem is presented in a separate applet with sliders for manipulation, enabling users to observe relationships dynamically. Detailed explanations, proofs, and prompts for deep reflection are included to foster a thorough understanding. Interact with the sliders to vary parameters and consider the guiding questions to enhance conceptual insight.

Theorem 1: Angle at the Center Equals Twice the Angle at the Circumference on the Same Arc

This theorem states that the angle subtended by an arc at the center of a circle is twice the angle subtended by the same arc at any point on the remaining circumference. This relationship arises from the properties of isosceles triangles formed by radii and the arc.

Proof: Consider a circle with center O and arc AB. Let C be a point on the circumference. Triangles OAC and OBC are isosceles with OA = OC and OB = OC (radii). The base angles are equal. The angle at O is the sum of angles in these triangles, which doubles the angle at C due to the exterior angle property in the formed triangles.

Deep Thinking Prompt: As you adjust the slider to change the arc length, observe how the central angle consistently remains twice the inscribed angle. Why does this hold even for minor or major arcs? What happens as the arc approaches 180 degrees?

Theorem 2: Angles in the Same Segment (Same Arc) Are Equal

Angles subtended by the same arc at different points on the circumference within the same segment are equal. This follows from the previous theorem, as each inscribed angle is half the central angle for the arc.

Proof: For arc AB, angles at C and D on the circumference are both half the angle at O, hence equal.

Deep Thinking Prompt: Move the slider to reposition one point. Why do the angles remain equal despite different positions? Consider what defines the 'same segment' and how this relates to arc measure.

Theorem 3: Cyclic Quadrilateral - Opposite Angles Are Supplementary

In a quadrilateral inscribed in a circle (cyclic), the sum of opposite angles is 180°. This is due to the angles being inscribed angles subtending opposite arcs, which sum to 360°.

Proof: Angles A and C subtend arcs BD and AC respectively. The full circle is 360°, so inscribed angles sum to half of that.

Deep Thinking Prompt: Adjust the slider to deform the quadrilateral. Why do opposite angles always sum to 180°? What if the quadrilateral becomes self-intersecting?

Theorem 4: Angle in a Semicircle Equals 90°

The angle subtended by a diameter at the circumference is always 90°. This is a special case of the inscribed angle theorem where the arc is 180°.

Proof: The central angle is 180°, so the inscribed angle is half, or 90°. Using isosceles triangles, the angles at the ends sum to 90° with the right angle.

Deep Thinking Prompt: Vary the point on the circumference. Why is the angle invariably 90°? Relate this to the Pythagorean theorem in the triangle formed.

Theorem 5: Radius Perpendicular to Tangent at the Point of Contact

The radius to the point of contact with a tangent is perpendicular to the tangent line. This ensures the shortest distance from center to tangent is the radius.

Proof: Assume otherwise; a shorter perpendicular would contradict the tangent definition. By Pythagorean theorem in the right triangle formed.

Deep Thinking Prompt: Adjust the tangent position. Why must the angle be 90°? Consider implications for reflection or circle-tangent constructions.

Theorem 6: Tangent-Chord Angle Equals the Angle in the Opposite Arc

The angle between a tangent and a chord equals the angle subtended by the chord in the alternate segment.

Proof: Using the perpendicular radius and isosceles triangle, angles match via alternate segment properties.

Deep Thinking Prompt: Change the chord position. Why are these angles equal? Explore connections to inscribed angles.

Theorem 7: Equal Radii Imply Isosceles Triangles; Equal Chords Imply Equal Arcs/Angles

All radii are equal, forming isosceles triangles with the center. Equal chords subtend equal arcs and thus equal central/inscribed angles.

Proof: For isosceles: Two sides are radii. For chords: Congruent triangles with center imply equal arcs.

Deep Thinking Prompt: Adjust chord lengths. Observe equal chords leading to equal arcs. Why do equal arcs imply equal angles? Consider symmetry.

```

Thursday, August 7, 2025


 

Complete series: 

https://www.youtube.com/playlist?list=PLqWDRCkRvJdwIxIl43BwSkg6Q_IijtS-y

NCEA Right Angle Triangles


 

Complete series: 

https://www.youtube.com/playlist?list=PLqWDRCkRvJdyloP4yNbHkrh0pfdXw3n6F

NCEA 1 Simultaneous Equations


 

The Complete series: 

OUR NEXT TOPIC....WITH A VERY SPECIAL GUEST


 

NCEA 1 Parabolas Complete


 

Putin Introduces Parabolas


 

NCEA 1 Patterns and Graphs Complete


 

Trump Introduces Alegebra


 

NCEA 1 Algebra Factorisation


 

NCEA 1 Algebra Word Problems


 

NCEA1 Algebra BEDMAS


 

NCEA 1 Algebra introduction


 Complete series: 

NCEA 1 Fractions


 

Complete series is here: