Detailed notes on Algebra for Cambridge Lower Secondary Mathematics, covering key concepts, explanations, examples, and exam-focused revision points.
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Linear functions and graphs — Cambridge Lower Secondary Maths, Grade 6
A graph turns numbers into a picture you can read at a glance. This guide walks you through coordinates in all four quadrants, plotting points carefully, drawing and reading straight-line graphs, and the idea of a function as a number machine — one short step at a time.
At a glance
Coordinates name a point with two numbers: (x,y) — across first, then up.
The grid has two axes: the horizontal x-axis and the vertical y-axis.
The two axes cross at the origin, the point (0,0).
The axes split the grid into four quadrants where x and y can be negative.
A function is a number machine — put a number in, get exactly one number out.
A function can be shown as a rule, a table of values or a graph.
Plot points from a table, then join them — a linear function gives a straight line.
You can read a graph both ways: from x to y, or from y to x.
What you’ll learn
Mapped to the Cambridge Lower Secondary Mathematics curriculum framework.
Stage 7 — Read and plot coordinates in all four quadrants of a grid.
Stage 7 — Understand a function as a rule that maps each input to exactly one output.
Stage 7 — Generate a table of values from a function rule and plot the points.
Stage 7 — Draw and read straight-line graphs.
Coordinates and the four quadrants
Coordinates pinpoint a place on a grid using two numbers — across, then up.
Coordinates are a pair of numbers that name an exact point on a grid, written as (x,y).
The grid is built from two number lines called axes. The horizontal one is the x-axis and the vertical one is the y-axis. They cross at the origin, the point .
Plotting points accurately
Start at the origin, count across for x, then count up or down for y.
Plotting a point means marking it in the right place on the grid. Here is a reliable method that always works:
Start at the origin(0,0).
Move along the x-axis by the first number — right if positive, left if negative.
From there, move parallel to the -axis by the number — up if positive, down if negative.
Functions — number machines
A function takes an input and gives back exactly one output, following a rule.
A function is a rule that turns one number into another. The best picture is a number machine: you feed an input in, the machine follows its rule, and an output comes out.
Input 4, apply "×2 then +1", output 9.
The machine above follows the rule "multiply by 2, then add 1". Feed in 4 and you get 4×.
From function to table of values
Feed several inputs through the rule to build a neat table of (x,y) pairs.
Before you can draw a graph, you need some points. A table of values is the tidy way to collect them.
Pick a few input values for x, run each through the function rule, and record the output y. Each column of the table is then a coordinate pair .
Drawing and reading straight-line graphs
Plot the points from your table, join them with a ruler, and read values off the line.
Now turn the table into a picture. Plot each coordinate pair, then join the points with a straight line using a ruler. A function like y=2x+1 is linear — its graph is always a straight line.
Where you'll use this next
Coordinates and graphs are the language of much of the maths still to come.
Getting confident with coordinates and graphs now helps across many topics:
Algebra and graphs meet in equations like y=mx+c, where the numbers control the line's steepness and starting point.
Sequences can be plotted as points to reveal their pattern visually.
Statistics uses the same grid skills for scatter graphs and line graphs of real data.
Geometry uses coordinates to describe shapes, transformations and distances.
In everyday life, graphs are everywhere — temperature charts, sports performance trackers, currency converters and the graphs you see in the news all rely on exactly these skills.
If graph work feels hard later, it is usually a coordinate-reading slip underneath. Come back to this guide whenever you need a refresher — there is no prize for rushing.
Algebra and graphs meet in equations like .
Quick recap
Coordinates (x,y) name a point — read across first, then up.
The axes cross at the origin (0,0) and form four quadrants.
Negative coordinates mean go left or down from the origin.
A function is a number machine — one input gives exactly one output.
A table of values turns a function rule into coordinate pairs.
A linear function plots as a straight line drawn with a ruler.
A graph can be read both ways: from x to and from to .
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Where you'll use this next
(
0
,
0
)
The golden rule for reading coordinates is across before up — the x-number first, the y-number second. A useful memory hook: "along the corridor, then up the stairs".
Always read across the x-axis first, then up the y-axis.
The two axes cut the grid into four quadrants. In some of them, x or y (or both) are negative. So a point can be (3,2), but it can also be (−2,−3) or (−4,1). The numbers tell you exactly where to go: a negative x means go left, a negative y means go down.
Coordinates are written (x,y) — across, then up.
The axes are the x-axis and y-axis; they cross at the origin.
The origin is the point (0,0).
Four quadrants allow negative x and y values.
y
second
Mark a small, neat dot or cross.
Across 4, then up 3 — the point lands at (4, 3).
To read a point that is already plotted, do the same in reverse: see how far it is along the x-axis, then how far up the y-axis.
Accuracy matters. A point plotted one square out will pull your whole graph out of shape. Take your time, count carefully, and keep your dots small so they sit exactly on the grid line crossings.
Always start counting from the origin.
Move across for x first, then up or down for y.
Negative numbers mean go left or down.
Keep marks small and neat for accuracy.
2
+
1=
9
We often write a function as an equation. If the input is x and the output is y, the machine above is y=2x+1.
The one strict rule of a function: each input gives exactly one output. You can never put 4 in and get two different answers out.
A function is also called a mapping, because it maps (sends) each input to its matching output. Functions, mappings and number machines are three names for the same idea.
A function turns an input into one output, by a rule.
Picture a number machine: input → rule → output.
y=2x+1 means output =2× input +1.
Each input gives exactly one output.
(
x
,
y
)
Take the function y=2x+1:
Each column is a coordinate pair: (0,1), (1,3), (2,5), (3,7).
To fill the table:
When x=0: y=2×0+1=1.
When x=1: y=2×1+1=3.
When x=2: y=2×2+1=5.
When x=3: y=2×3+1=7.
Notice how y goes up by 2 each time x goes up by 1 — that steady jump is a sign the points will form a straight line. A neat table makes plotting quick and almost mistake-proof.
A table of values lists inputs and their outputs.
Run each x through the rule to find y.
Each column is a coordinate pair (x,y).
A steady jump in y hints at a straight line.
The plotted points line up perfectly — a linear function.
A neatly drawn graph is a tool you can read in two directions:
From x to y: pick a value on the x-axis, go straight up to the line, then across to the y-axis.
From y to x: start on the y-axis, go across to the line, then down to the x-axis.
This is why graphs are so useful — you can find an answer without doing the calculation. If your points do not line up, that is a clear signal to check your table: a straight-line function must give points in a straight row.
Plot every point from the table.
Join them with a ruler — a linear function gives a straight line.
Read from x to y: up to the line, then across.
Read from y to x: across to the line, then down.
y=mx+c
Sequences can be plotted to show their pattern.
Statistics uses grids for scatter and line graphs.
Geometry uses coordinates to describe shapes.
y
y
x
x=
4
Step-by-step solution
Step 1
Substitute x=4 into the rule.
y=3×4−2
Step 2
Multiply before you subtract.
y=12−2
Step 3
Work out the final value.
y=10
Answer
y=10
x=0,1,2,3
Step-by-step solution
Step 1
When x=0, apply the rule.
y=0+3=3
Step 2
When x=1, apply the rule.
y=1+3=4
Step 3
When x=2 and x=3, do the same.
y=5 and y=
Step 4
The coordinate pairs are (0,3), (1,4), (2,5) and .
Answer
y-values: 3, 4, 5, 6
(0,0)
Step 2
The x-coordinate is −3, so move 3 squares to the left.
Step 3
The y-coordinate is 4, so move 4 squares up from there.
Step 4
Mark a small neat dot — the point sits in the top-left quadrant.
Answer
Left 3, up 4 — in the top-left quadrant.
y
x=5
Step-by-step solution
Step 1
On the graph, find 5 on the x-axis and go straight up to the line.
Step 2
From that point on the line, go straight across to the y-axis to read the value.
Step 3
Check using the rule: substitute x=5.
y=2×5+1=11
Step 4
The graph reading and the calculation agree, so y=11.
Answer
y=11
y
2
×
(4+
1)=
10
▼
Why it happens
The order of operations is overlooked when working through a rule.
How to avoid it
Follow BIDMAS: multiply first, then add. 2×4+1=9.
6
(
3
,
6
)
Linear functions and Graphs — Cambridge Lower Secondary Mathematics — Stage 7 Revision Notes & Practice | Tutopiya