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Wave Motion Simulation: Transverse & Longitudinal Waves

🌊 Grades 6–8 · NGSS MS-PS4-1 · HS-PS4-1 (v = fλ) in “Go deeper”
Tap any bead on the rope to paint it red, then press Send a pulse. Watch where the hump goes, and where your red bead goes.

🌊 Interactive wave simulation

Wave lab

Wave maker

Show

Waves that bounce back and make standing waves: Standing Waves. Pitch and loudness: Sound Waves.

Graph

Red bead: how far it is from its rest spot over time

What is a wave, and what does it carry?

A wave is a disturbance that carries energy from place to place without carrying the material along. On a rope, each bit only moves up and down while the wave travels on. Wave speed equals frequency × wavelength (v = fλ), and it depends on the medium: sound moves about 343 m/s in air at 20 °C.

How do you use the wave simulation?

  1. Pick a lab: Rope (a transverse wave), Slinky (a longitudinal wave) or Sound race (sound through air, water and steel).
  2. Tap a bead on the rope (or a coil on the slinky) to paint it red. A dashed line marks its home spot.
  3. Send a pulse for one hump, or turn the Wave maker on for a steady wave. The meter at the far end shows the energy that arrives.
  4. Change one thing at a time: amplitude, frequency or tension. Read A, f, the period, λ and v under the picture. The rope numbers are illustrative.
  5. Slow motion and Freeze help you read the rulers. The Graph (More options on a phone) draws the red bead’s motion over time.

What are amplitude, wavelength and frequency?

  1. A wave is a disturbance that travels. It carries energy from place to place, but the material it moves through stays where it is. OpenStax puts it this way: “The energy moves forward through the water, but the water stays in one place” (source: OpenStax College Physics 2e, 16.9 Waves).
  2. Transverse wave: the material moves at right angles to the wave (a shaken rope, a stretched spring moved sideways). Longitudinal wave: the material moves back and forth along the direction of the wave (slinky, sound).
  3. Earthquakes send out both kinds: P waves are longitudinal (compressional) and S waves are transverse (shear). They travel at different speeds, and the P waves arrive first. S waves cannot pass through liquids, because a liquid cannot be sheared (source: OpenStax College Physics 2e, 16.9 Waves). See Earthquakes.
  4. Amplitude (A) is how far the material moves from its rest position, measured from the middle line to a crest, not from trough to crest.
  5. Wavelength (λ) is the distance from one crest to the next (or one compression to the next).
  6. Frequency (f) is how many waves pass a point each second, in hertz (Hz). The period is the time for one wave: period = 1 ÷ f.
  7. Wave speed = frequency × wavelength (v = fλ). OpenStax’s example: an ocean wave with λ = 10.0 m and a period of 5.00 s travels at 2.00 m/s.
  8. The medium sets the speed. On one rope, a bigger or more frequent wave is not faster. A tighter rope is.
  9. A wave with a bigger amplitude carries more energy: twice the amplitude carries about 4 times the energy (energy grows with A²).
The rope in the simulator (tension 4 N, so v = 4.0 m/s; illustrative values)
FrequencyPeriodWavelengthSpeed (f × λ)
0.50 Hz2.00 s8.00 m4.0 m/s
1.00 Hz1.00 s4.00 m4.0 m/s
2.00 Hz0.50 s2.00 m4.0 m/s
Go deeper: high school (HS-PS4-1) — the wave equation, rope speed and wave energy

Wave speed. v = fλ = λ / T, where T is the period. A crest moves one wavelength in one period. Example: a 2.0 Hz wave with λ = 1.5 m moves at 3.0 m/s.

The travelling wave. y(x, t) = A sin(kx − ωt), with angular frequency ω = 2πf and wave number k = 2π/λ, so v = ω/k = fλ. At the default settings (f = 1.00 Hz, λ = 4.00 m): ω = 6.28 rad/s and k = 1.57 rad/m.

Speed on a rope. v = √(FT/μ), where FT is the tension and μ the mass per meter. The simulator uses μ = 0.25 kg/m, so 1, 4, 9 and 16 N give 2, 4, 6 and 8 m/s. Four times the tension doubles the speed. (Newton’s second law on a short piece of rope gives μ ∂²y/∂t² = FT ∂²y/∂x², a wave with speed √(FT/μ).)

Wave speed vs particle speed. The pattern moves at v; each bit of rope moves up and down with a top speed of 2πfA (1.9 m/s at 1 Hz and 0.30 m), which has nothing to do with v.

Energy. The average power carried by a sine wave on a rope is P = ½μvω²A², so P grows with A² and f². At 0.30 m, 1 Hz and 4 m/s: P = 1.8 W; at 0.60 m it is 7.1 W (4 times). The Energy loss slider (More options) makes the amplitude shrink as e−γt, as in a real rope.

Superposition. When two pulses meet, the displacements add; afterwards each pulse goes on unchanged (try Pulse from each end). Two waves that run in opposite directions make standing waves; two close frequencies make beats.

Model limits. The rope here is ideal: no sag, no stiffness, and both ends soak up the wave (no echo). Real ropes lose some energy; real slinkies sag. In the Slinky lab the same slider stands for how stiff the slinky is (a slinky’s speed is set by its stiffness and mass); its energy numbers use the rope values and are illustrative. Very tall water waves are an exception to “amplitude does not change speed”: their speed depends a little on their height.

How fast do waves travel?

  1. Sound travels about 343 m/s in air at 20 °C, 1,480 m/s in fresh water and 5,960 m/s in steel (source: OpenStax College Physics 2e, 17.2, Table 17.1).
  2. A tsunami is a water wave so long that it feels the whole ocean depth. Over 4,600 m of water it moves at almost 765 km/h (475 mph), as fast as a jet plane (source: NOAA JetStream, Tsunami propagation).
  3. Light is not a mechanical wave: it needs no material and moves at 3.00 × 108 m/s in empty space. Sound needs a material, so it cannot cross empty space.
  4. Sound gets faster in warmer air: about 331 m/s at 0 °C and 343 m/s at 20 °C.
Speed of waves in different media (sound values from OpenStax College Physics 2e, Table 17.1)
Wave and mediumSpeedTime to travel 100 m
Wave on the simulator rope (4 N)4.0 m/s25 s
Tsunami over 4,600 m of oceanabout 212 m/s (765 km/h)about 0.47 s
Sound in air, 20 °C343 m/s0.292 s
Sound in fresh water1,480 m/s0.0676 s
Sound in sea water1,540 m/s0.0649 s
Sound in steel5,960 m/s0.0168 s
Light in empty space300,000,000 m/s0.00000033 s

🎮 Order the steps

    ✅ Check yourself: 10 questions

    Pick one answer for each question, then press Check my answers to see the explanations. New questions picks another set.

    👩‍🏫 For teachers

    A 40–45 minute lesson for MS-PS4-1. Start on a projector (Full screen button): paint a bead red and ask the class to predict where it will be after the pulse. Then pairs work through the seven missions; each asks for a prediction before the simulator shows the result, and a certificate prints when all seven are done.

    The rope is an illustrative ideal rope (0.25 kg/m, 1–16 N, no echo from the ends), so its speeds (2–8 m/s) are teaching values. The sound speeds in the Sound race are real (OpenStax College Physics 2e, Table 17.1); the race picture is slowed down 20 times. The energy meter shows the real power formula for that rope (P = ½μvω²A²).

    Go deeper covers HS-PS4-1 (v = fλ with numbers, y = A sin(kx − ωt), v = √(FT/μ), power ∝ A²f², superposition). For bouncing waves and resonance use Standing Waves; for pitch, loudness and echoes use Sound Waves.

    Standards: NGSS MS-PS4-1 (amplitude, wavelength, frequency, energy) · HS-PS4-1 in Go deeper (v = fλ)

    TimeStepWhat students doGo to
    5 minHookPaint a bead, predict, send a pulseSimulator
    10 minExploreMissions 2–3: frequency, pulse sizeSimulator
    10 minEnergyMissions 4–5: amplitude, tensionSimulator
    8 minSoundMissions 6–7: slinky, sound raceSimulator
    10 minCheckOrder game, then quiz or worksheetOrder game

    Worksheet: a print-out for students and a separate answer key page for the teacher (opens the print dialog; choose "Save as PDF" to keep a file).

    ⚠️ Common misconceptions

    Wrong idea: A wave carries the water (or rope) along with it.
    Right idea: Only energy travels. Each bit of the medium moves back and forth around its own spot, like the red bead.
    Wrong idea: Bigger waves travel faster.
    Right idea: In the same medium, amplitude does not change the speed. A bigger wave carries more energy, not more speed.
    Wrong idea: Shaking faster makes the wave travel faster.
    Right idea: On the same rope a higher frequency gives a shorter wavelength; v = fλ stays the same.
    Wrong idea: Sound travels fastest in air because nothing is in the way.
    Right idea: Sound needs particles to push on. It is about 4 times faster in water and 17 times faster in steel than in air.
    Wrong idea: Amplitude is the height from the bottom of a trough to the top of a crest.
    Right idea: Amplitude is measured from the rest line to a crest: half of the trough-to-crest height.
    Wrong idea: In a sound wave the air moves up and down.
    Right idea: Sound is longitudinal: air particles move back and forth along the direction the sound travels.

    ❓ FAQ

    In a transverse wave the material moves at right angles to the direction the wave travels, like a rope shaken up and down. In a longitudinal wave the material moves back and forth along the direction of travel, like a slinky pushed and pulled, or sound in air.

    Key takeaway: transverse = across; longitudinal = along.

    Energy. Each bit of the medium is pushed or pulled by its neighbor and then returns to its own spot, so the material stays where it is. In the simulator, a pulse travels 12 m while the red bead moves 0 m along the rope.

    Key takeaway: waves move energy, not matter.

    Multiply the frequency by the wavelength: v = f × λ. A wave with f = 2 Hz and λ = 3 m travels at 6 m/s. You can also time one crest: speed = distance ÷ time (the 12 m rope at 4 m/s takes 3 s).

    Key takeaway: v = fλ.

    No. On a rope, or for sound in air, every wave travels at the same speed whatever its amplitude or frequency: the medium sets the speed. A bigger wave carries more energy (twice the amplitude, about 4 times the energy), but it is not faster. Water waves are a special case: on the ocean, longer waves travel faster.

    Key takeaway: the medium sets the speed; amplitude sets the energy.

    Sound is passed on by particles pushing each other. In water and especially in steel the particles are linked much more stiffly, so a push is passed on faster: about 343 m/s in air, 1,480 m/s in water and 5,960 m/s in steel.

    Key takeaway: stiffer medium, faster sound.

    Amplitude is how far the medium moves from its rest position (rest line to crest). A bigger amplitude means more energy: on the simulator rope, 0.30 m carries 1.8 W and 0.60 m carries 7.1 W, about 4 times as much.

    Key takeaway: energy grows with amplitude squared.

    The tension and the mass per meter: v = √(FT/μ). A tighter rope is faster; a heavier rope is slower. With μ = 0.25 kg/m, 4 N gives 4 m/s and 16 N gives 8 m/s.

    Key takeaway: four times the tension, twice the speed.

    This page keeps the ends of the rope from reflecting, so you see one traveling wave. For waves that bounce back and make standing waves, open Standing Waves & Resonance. For pitch, loudness and echoes, open Sound Waves.

    Key takeaway: traveling waves here; standing waves and sound on their own pages.