- Learn
- Mathematics
- Math for Ages 9 to 10
- Coordinates and the Coordinate Plane
Coordinates in the First Quadrant
Grade 5Lesson 7 of 8 in Math for Ages 9 to 10 Course
What you will learn
- Learn how a grid helps you name places, and how a coordinate grid uses two number lines, called axes, that meet at the origin.
- Name squares on a grid map with letters and numbersUse a grid reference such as B4 to find a square on a map or plan, and to name the square where something is.
- Meet the coordinate grid: axes, origin and the first quadrantLearn the parts of a coordinate grid, how its numbers label lines instead of squares, and how to draw a grid of your own.
- Name squares on a grid map with letters and numbers
- Use an ordered pair (x, y) to say exactly where a point is, plot points accurately, read axes that count in different steps, and compare points by their coordinates.
- Read the coordinates of a pointWrite the ordered pair for a point on a grid, with the x-coordinate first and the y-coordinate second.
- Plot points from their coordinatesMark a point in the right place from its ordered pair, including points that lie on an axis.
- Read axes that count in different stepsFind the scale of each axis, read and plot points when the grid lines count in 2s, 5s or 10s, and find points halfway between grid lines.
- Compare points and spot patterns in their coordinatesUse coordinates to tell which point is farther right or higher, find points on the same line, and continue a pattern of points, with or without a grid.
- Read the coordinates of a point
- Plot the corners of shapes from their coordinates, join them to make lines and polygons, and use coordinates to complete shapes and find side lengths.
- Plot corners and join them to draw a shapeDraw line segments and polygons from the coordinates of their vertices, and name the shape you have made.
- Complete shapes and find side lengths from coordinatesFind the missing vertex of a rectangle or square, work out the length of sides that run along grid lines, and use those lengths for perimeter and area.
- Plot corners and join them to draw a shape
- Describe a movement on a grid as a translation, find where a point ends up after a slide, and translate whole shapes without changing them.
- Describe a movement from one point to anotherSay how far a point moves left or right and how far it moves up or down, using the coordinates of the start and the end.
- Translate a point and find its new coordinatesWork out where a point lands after a translation, by calculating and by counting on the grid, and work backward to find where it started.
- Translate a whole shape and describe a translation between shapesSlide a shape by moving each vertex the same way, explain why the shape does not change, and describe the translation that moves one shape onto another.
- Describe a movement from one point to another
- Use coordinates to find places and describe routes on maps and plans, and plot and explain pairs of numbers that come from tables, patterns and real situations.
- Find places and describe routes on a coordinate mapGive the position of places on a map or plan as coordinates, describe a route along the grid lines, and use coordinates in grid games.
- Plot pairs of numbers from tables and storiesTurn pairs of numbers from a table, a growing pattern or a story into ordered pairs, plot them, and explain what each point means.
- Find places and describe routes on a coordinate map
Coordinates and the Coordinate Plane study guide
1Find your way around a grid
A grid helps you tell someone where to look. You might name a square on a zoo map, or mark one exact spot on a game board. Start by learning how rows and columns work. Then meet the two numbered lines that help you find points. You can draw these lines on square paper and build a grid of your own.
1.1 Find a square with its grid reference
A grid has straight lines that cross to make equal squares. You can see grids on maps, plans, and game boards. The labels around a grid help you find places without searching every square.
Follow a column and a row
A column is a strip of squares going up and down. A row is a strip going across. On many grid maps, columns have letters and rows have numbers. Read the labels on your map to see how it works. Each label sits beside the middle of its strip.
A grid reference names one square. In "B4," the B tells you the column. The 4 tells you the row. Write the letter first, then the number, with no comma.
To find "B4":
- Put a finger on the label B.
- Follow column B toward row 4.
- Follow row 4 across until it meets column B.
The square where they meet is B4. Keep your finger inside that square so you can check its labels.
Give a place its address
On a zoo map, the lion house is in column D, row 2. Its reference is "D2." The café is in "C5." To find it, trace column C and row 5 until they meet.
Now imagine a path and a bench inside D2 too. They share the lion house's reference. A grid reference gives a whole square, so it can name several things inside that square. It does not tell you which tiny spot holds the bench.
If you write "D3" for the lion house, you have picked the next row. Trace the column and row again before writing the reference. A ruler or two fingers can help you stay in the right strips.
Key Takeaways
- A grid reference names a whole square.
- In "B4," B names the column and 4 names the row.
- Follow both labeled strips to find their shared square.
1.2 Draw and label a coordinate grid
A coordinate grid, or coordinate plane, helps you name an exact point. It uses two number lines that meet at a right angle. One number line is an axis. Together, the two lines are the axes.
Meet the axes
The x-axis runs across the bottom. This direction is called horizontal. Its numbers get bigger as you go right.
The y-axis runs up the left side. This direction is called vertical. Its numbers get bigger as you go up.
The axes meet at the origin. Both number lines start at 0 there. We write the origin's position as (0, 0). You will use this starting point when you plot other points.
Numbers belong to lines
On a coordinate grid, each number labels a line. Find 3 on the x-axis and follow its grid line upward. Every point on that line is 3 units to the right of the y-axis. A number written in the middle of a square would leave the exact position unclear.
Keep the steps along each axis equal. The gap from 0 to 1 must match the gap from 1 to 2. Think of the marks on a ruler: equal number changes need equal spacing.
Make your own grid
Use square paper and a ruler.
- Draw a horizontal line and a vertical line meeting at a corner.
- Write 0 at their meeting point.
- Mark equal steps along each line. Number them 1, 2, 3, and onward.
- Label the horizontal line "x" and the vertical line "y."
- Draw light grid lines through the number marks.
Put the numbers beside the lines, where you can read them. The first line at the corner is 0; the next line is 1.
Find the first quadrant
The axes divide a whole coordinate plane into four parts, called quadrants. The first quadrant is above the x-axis and right of the y-axis. Inside it, both coordinates are greater than 0.
Your first-quadrant grid also shows the axes along its edges. Points on those edges have a zero coordinate. They lie on an axis at the edge of the quadrant.
Compare the two kinds of address:
| Address | What it names | Where labels go |
|---|---|---|
| Grid reference, such as B4 | A whole square | Beside the middle of a row or column |
| Coordinates, such as (3, 2) | One exact point | At numbered lines |
Key Takeaways
- The horizontal x-axis and vertical y-axis meet at a right angle.
- The origin is (0, 0).
- Number grid lines and keep steps equal along each axis.
- Inside the first quadrant, both coordinates are greater than 0.
- Grid references name squares; coordinates name exact points.
2Read and plot points with coordinates
Two numbers can tell you exactly where a point belongs. You will read those numbers from a grid and use them to place your own points. Some axes count in bigger steps, so their labels matter. Once you can read a pair, you can compare points and spot simple patterns, even without drawing a grid.
2.1 Read a point as an ordered pair
Coordinates are two numbers that give a point's exact position. We write them in parentheses with a comma between them, like (5, 3). The first number is the x-coordinate. The second is the y-coordinate. Their order matters, so we call them an ordered pair.
Read across, then up
The x-coordinate tells you how far right the point is from the origin. The y-coordinate tells you how far up it is. To read a plotted point:
- Look straight down from the point to the x-axis. Read x.
- Look straight across from the point to the y-axis. Read y.
- Write both numbers in the order (x, y).
A ruler can help you follow a line without slipping onto its neighbor.
Read point A
Point A lies on the line through 5 on the x-axis. It also lies on the line through 3 on the y-axis.
- Its x-coordinate is 5.
- Its y-coordinate is 3.
- Its coordinates are (5, 3).
You can write the point's name beside the pair: A(5, 3). A useful reminder is "Walk along the hallway, then climb the stairs." Across comes first. The letters help too: x comes before y.
Swapping the numbers changes this point. (3, 5) is closer to the y-axis and higher than (5, 3). When both numbers are equal, swapping them leaves the pair unchanged. For example, (4, 4) stays (4, 4).
Read points on the edges
At (6, 0), the point is 6 units right and has no height above the x-axis. It lies on the x-axis.
At (0, 2), the point has no distance across from the y-axis. It lies on the y-axis, 2 units up.
At the origin, both numbers are 0. Keep both numbers even for an axis point. Writing just "6" loses the information that (6, 0) is on the x-axis.
Use the number on the line that passes through the dot. If you slip to the next line, the answer changes by one grid step. That is 1 unit on an axis counting in 1s, or 5 units on an axis counting in 5s.
Key Takeaways
- Write coordinates as (x, y), across first and up second.
- Read down to the x-axis and across to the y-axis.
- A point on the x-axis has y = 0; a point on the y-axis has x = 0.
- Keep both numbers, including zeros.
2.2 Plot and check a point
To plot a point means to mark its exact place on a grid. The ordered pair gives you two distances from the origin. Begin with the first number, which tells you how far to go across.
Plot B(2, 6)
Use a grid whose axes count in 1s.
- Start at the origin, (0, 0).
- Move 2 units right along the x-axis. You reach (2, 0).
- From there, move 6 units straight up.
- Mark that spot with a small dot or cross.
- Write B beside the mark.
B sits where the line through 2 across meets the line through 6 up. Leave the letter beside the dot so it does not hide the exact position.
Count the jumps between grid lines. Starting at 0, the first jump takes you to 1. The second takes you to 2. If you count the starting line as your first jump, you stop too soon.
Check by reading back
Look straight down from B: you should read 2. Look straight across: you should read 6. The pair is (2, 6), which matches the pair you wanted.
If you read (6, 2), you swapped the two distances. Keep the first number with the across move. Across first, then up, helps you keep that order while plotting.
Let zero do its job
To plot C(0, 4), stay at 0 across. Move straight up the y-axis to 4 and mark C there.
To plot D(7, 0), move 7 units right along the x-axis. The second number is 0, so stay on that axis and mark D.
For (0, 0), make the mark at the origin. There is no move in either direction.
Plot more than one point
Start at the origin again for each new ordered pair. Label each point as soon as you mark it. This keeps the names attached to the right dots.
Whole-number coordinates fall on line crossings when the grid counts in 1s. A halfway coordinate can put a dot between lines. Mark the exact place the numbers describe, even when it is inside a square.
Key Takeaways
- Plot from the origin, using x across and y up.
- Count jumps, starting with 0 at the origin.
- A zero means no move in that direction.
- Read each point back and label it beside the dot.
2.3 Use the scale on each axis
A grid step is not always worth 1. The scale tells you how much each equal gap is worth.
Find the value of one gap
An axis labeled 0, 5, 10, 15 at neighboring lines counts in 5s. Each gap is worth 5 units. Three gaps take you from 0 to 15.
Sometimes labels skip a line. Imagine 0, 10, 20, and 30, with one unlabeled line between each pair. From 0 to 10 there are two equal gaps. Each gap is worth 5. The unlabeled line between 20 and 30 is 25.
Read a point on a scaled grid
Both axes count in 2s. Point P lies above the x-axis label 6 and beside the y-axis label 10.
- Read the across value: 6.
- Read the up value: 10.
- Write P(6, 10).
There are three gaps across and five gaps up. Writing (3, 5) would give the gap counts. The coordinates use the labeled values.
Check each axis separately
The x-axis might count in 1s while the y-axis counts in 10s. A point three gaps right and four gaps up is then (3, 40). The same number of paper gaps can have different values in the two directions.
To plot (3, 40) on that grid, go three gaps right. Then go four gaps up, counting 10, 20, 30, 40. Read back from the dot to check both values.
Find a halfway point
A point can sit between grid lines. Halfway between 4 and 6 is 5. On a grid counting in 2s, that is halfway across one gap.
On an axis counting in 1s, halfway between 2 and 3 is 2.5, or two and a half. A point there and 4 units up has coordinates (2.5, 4).
When drawing a grid for values up to 50, steps of 5 or 10 can save space. Keep the same step size along each axis. Label enough lines to make the scale clear.
Key Takeaways
- The scale gives the value of each equal gap.
- Include unlabeled gaps when finding the step size.
- Read coordinate values, not just gap counts.
- The two axes can use different scales.
- A halfway position has a value halfway between its neighbors.
2.4 Compare points and continue patterns
You can compare points just by reading their coordinates. The first number tells you about left and right. The second tells you about height.
Find the higher point
Compare A(3, 7) and B(8, 2).
- B is farther right because 8 is greater than 3.
- A is higher because 7 is greater than 2.
Neither point has to be both higher and farther right. Look at the coordinate that answers your question. A large first number does not make a point high.
Find points on the same line
The points (4, 1), (4, 3), and (4, 6) share the same x-coordinate. They sit straight above one another on a vertical line. Their heights differ, but their across positions match.
The points (1, 5), (3, 5), and (7, 5) share the same y-coordinate. They sit side by side on a horizontal line. Their across positions differ, but their heights match.
You can use this to picture a point without a drawing. (10, 10) is straight above (10, 0) and level with (0, 10).
Measure between aligned points
For a horizontal distance, subtract the x-coordinates. From (2, 5) to (7, 5), the distance is 7 − 2 = 5 units.
For a vertical distance, subtract the y-coordinates. From (4, 1) to (4, 6), the distance is 6 − 1 = 5 units.
Use the larger value minus the smaller to find the length. The shared coordinate stays the same along that segment.
Look for a repeated move
The pattern (1, 1), (2, 2), (3, 3) goes 1 right and 1 up each time. The next point is (4, 4). These points lie on a straight slanted line.
Another pattern is (1, 2), (2, 4), (3, 6). Here the first number grows by 1, but the second grows by 2. The next point is (4, 8).
Follow both parts of a pattern separately. If you add 1 to both numbers in that second pattern, you get (4, 7). That misses the repeated rise of 2.
Key Takeaways
- Larger x means farther right; larger y means higher.
- Same x makes a vertical line; same y makes a horizontal line.
- Subtract the changing coordinates to measure an aligned distance.
- Continue the changes in both coordinates.
3Draw and explore shapes with coordinates
A list of coordinates can become the outline of a shape. Plot its corners, join them in order, and check the sides you have made. Coordinates can also help you find a missing corner. For sides that run across or up the grid, you can work out lengths, then use them to find the distance around a shape and the space inside it.
3.1 Turn coordinates into shapes
A polygon is a flat, closed shape made of straight sides. Its corners are called vertices. One corner is a vertex. Each corner can have its own ordered pair.
Draw a rectangle from four points
Use a ruler and a grid counting in 1s. Plot A(1, 1), B(6, 1), C(6, 4), and D(1, 4).
- Join A to B. Their second numbers match, so AB runs across.
- Join B to C. Their first numbers match, so BC runs up.
- Join C to D, making the top side.
- Join D back to A to close the shape.
AB and DC are each 5 units long. BC and AD are each 3 units long. The horizontal and vertical sides meet at right angles, making a rectangle.
Keep the joining order. If you join A to C, then B, then D, two sides cross like a bow tie. The correct dots alone are not enough; the joining instructions matter too.
Make a triangle
Plot P(2, 1), Q(8, 1), and R(5, 6). Join P to Q, Q to R, and R back to P.
There are three straight sides, so the shape is a triangle. R is straight above the middle of PQ: 5 is halfway between 2 and 8. The two sides from R to P and Q have the same length. This is an isosceles triangle.
Look at the sides
Two points joined by a straight line make a line segment. It has two ends.
- (1, 3) to (7, 3) gives a horizontal segment.
- (2, 1) to (2, 5) gives a vertical segment.
- (1, 1) to (5, 5) gives a slanted segment.
To name a polygon, count its sides. Then look for right angles, equal sides, and parallel sides. Parallel sides stay the same distance apart and never meet, even if you extend them.
Plot and join (1, 1), (7, 1), (5, 4), and (3, 4), in that order. The bottom side is 6 units long and the top is 2. They are parallel, while the slanted sides are not parallel. This shape is a trapezoid.
If a shape looks wrong, read each corner back from the grid. Swapping one corner's coordinates can turn a straight-across side into a slanted one.
Key Takeaways
- A polygon has a closed outline of straight sides.
- Plot and label every vertex, then join in the given order.
- Join the last vertex to the first to close the shape.
- Use sides, angles, and parallel lines to name the shape.
3.2 Find missing corners and side lengths
Coordinates give positions. To find the length between two positions, work out their difference. This helps you complete and measure shapes whose sides follow the grid lines.
Measure a side
A horizontal side goes from (2, 3) to (9, 3). Its height stays 3. Its length is 9 − 2 = 7 units.
A vertical side goes from (5, 1) to (5, 8). Its across position stays 5. Its length is 8 − 1 = 7 units.
Count jumps if you check on a grid. On a grid counting in 1s, the lines from 2 through 8 number seven. But there are only six gaps, so the distance is 6 units.
A slanted side needs a different way of measuring. Counting the squares it passes through does not give its length. A diagonal across one square is longer than one side of that square.
Complete a rectangle
Three corners are (2, 1), (8, 1), and (8, 5). The sides run along grid lines.
The missing corner must be straight above (2, 1). That gives it x = 2. It must also be level with (8, 5). That gives it y = 5. Put those clues together: the missing vertex is (2, 5).
Check the size:
- Width: 8 − 2 = 6 units.
- Height: 5 − 1 = 4 units.
Both horizontal sides have length 6. Both vertical sides have length 4.
Complete a square
A square has four equal sides. Its bottom corners are (3, 2) and (7, 2). The bottom side is 7 − 3 = 4 units long.
The top must be 4 units higher than the bottom. Add 4 to the height 2: the top has y = 6. The top corners are (3, 6) and (7, 6).
The middle of the bottom side is (5, 2). Its x-coordinate is halfway between 3 and 7, and its height stays 2.
Find the distance around and the space inside
Return to the rectangle that is 6 units wide and 4 units tall.
Its perimeter is the distance around all four sides: 6 + 4 + 6 + 4 = 20 units.
Its area is the space inside. It has 4 rows of 6 unit squares: 6 × 4 = 24 square units. Use units for length and square units for area.
Key Takeaways
- Subtract x-values for horizontal length and y-values for vertical length.
- Count gaps, not lines; counting squares does not measure slanted sides.
- A missing rectangle corner shares x with one corner and y with another.
- Use equal side lengths to complete a square.
- A side midpoint is halfway between its ends.
- Add side lengths for perimeter; multiply rectangle width by height for area.
4Slide points and shapes with translations
You can slide a point or a whole shape to a new place. Coordinates help you say how far it moves and where it lands. You will compare a start and finish, then use addition and subtraction to make slides of your own. For a whole shape, watch what happens to every corner: they all need to travel together.
4.1 Describe a slide from start to finish
A translation is a slide. Every point moves the same distance in the same direction. There is no turning or flipping. You can describe the slide with an across part and an up-or-down part.
Compare start and finish
Point A(2, 3) moves to B(7, 5).
First compare the x-coordinates. The number changes from 2 to 7. That is 7 − 2 = 5 units right.
Then compare the y-coordinates. The number changes from 3 to 5. That is 5 − 3 = 2 units up.
The translation is "5 units right and 2 units up." Give the across part first, matching the x-then-y order of coordinates.
Describe left and down
Point C(6, 8) moves to D(1, 4).
The x-coordinate gets smaller, from 6 to 1. That is 6 − 1 = 5 units left. The y-coordinate gets smaller, from 8 to 4. That is 8 − 4 = 4 units down.
Write "5 units left and 4 units down." The subtraction gives the amount. Comparing the start and finish tells you the direction.
Use units carefully
One unit means a change of 1 in a coordinate. On a grid counting in 1s, each gap is one unit. On a grid counting in 2s, each gap is two units.
For example, a horizontal move from x = 2 to x = 8 is 6 units. It spans just three gaps on an axis counting in 2s. Use the coordinate values when you describe a slide.
Notice when one part stays still
From (3, 2) to (3, 9), the x-coordinate stays 3. Only the height changes: 9 − 2 = 7 units. You can say "7 units up."
Check which point is the start. Returning from B to A reverses the earlier slide: it is 5 units left and 2 units down. The amounts stay the same, but both directions reverse.
A description such as "5 squares diagonally" leaves the across and upward moves unclear. Naming each direction and amount tells someone exactly how to make the slide.
Key Takeaways
- A translation slides without turning or flipping.
- Compare x for the across move and y for the up-or-down move.
- Give amounts in units, checking the scale.
- Reversing a slide reverses its directions.
4.2 Find where a point lands
You can find a translated point by changing its coordinates. A right or left move changes x. An up or down move changes y.
Add for right and up
Translate P(4, 2) by 3 units right and 5 units up.
- Add 3 to the x-coordinate: 4 + 3 = 7.
- Add 5 to the y-coordinate: 2 + 5 = 7.
- Write the new pair: (7, 7).
On a grid counting in 1s, start at P and count three jumps right. Then count five jumps up. Read the new point back to check your calculation.
Subtract for left and down
Translate Q(9, 6) by 4 units left and 2 units down.
- Subtract 4 from x: 9 − 4 = 5.
- Subtract 2 from y: 6 − 2 = 4.
- The new point is (5, 4).
Keep each move with its own coordinate. Adding an across move to y would change the height, so it would send the point the wrong way.
If you check by counting gaps, look at the scales first. On an axis counting in 2s, a move of 4 units uses two gaps. Use the number values to decide how many gaps to travel.
Stop at an axis
From (2, 5), moving 2 units left lands at (0, 5). The point is now on the y-axis. It has not disappeared: 0 is its new across coordinate.
A move of 3 units left from that starting point would go past the y-axis. It would leave the first-quadrant grid. You can move down only as far as the x-axis while staying on this grid too.
Work backward to the start
A point moved 2 units right and 1 unit up. It landed at (6, 4). To find its start, undo both moves:
- Go 2 units left: 6 − 2 = 4.
- Go 1 unit down: 4 − 1 = 3.
The starting point was (4, 3). Check by going forward again: (4, 3) becomes (6, 4) after 2 right and 1 up.
Key Takeaways
- Right adds to x; left subtracts from x.
- Up adds to y; down subtracts from y.
- A slide can land on an axis with one coordinate equal to 0.
- Undo the directions to find a starting point.
4.3 Slide every corner of a shape
To translate a shape, slide every vertex the same way. Then join the new vertices in their original order. The new shape is called the image.
Move a triangle
Triangle ABC has A(1, 1), B(4, 1), and C(1, 3). Translate it 5 units right and 2 units up.
- A: add 5 to 1 and 2 to 1. Its image is (6, 3).
- B: add 5 to 4 and 2 to 1. Its image is (9, 3).
- C: add 5 to 1 and 2 to 3. Its image is (6, 5).
Plot those three points and join them in the same order. Compare the bottom sides. AB is 4 − 1 = 3 units long. The new bottom side is 9 − 6 = 3 units long too.
Keep the shape together
Think of sliding a book across a desk. All its corners travel together. The book keeps its size and faces the same way.
A translation keeps every side length and angle unchanged. If one vertex travels a different amount, a side may stretch or tilt. If a shape turns or flips, that movement is not a translation.
Find a slide between two shapes
Match the same corner on each shape. For example, compare the bottom-left corner with the new bottom-left corner.
A square's bottom-left corner moves from (2, 1) to (5, 6). That gives 3 units right and 5 units up. Its top-right corner started at (4, 3). The same slide should put it at (7, 8): add 3 across and 5 up.
Check a second matching pair to make sure both corners give the same slide. Measuring the empty gap between shapes can give a different distance, because the nearest corners may not match.
Combine two slides
You can carry out two translations, one after another. A move of 2 units right followed by 3 units right gives 5 units right altogether. A move of 4 units up followed by 1 unit down gives 3 units up altogether.
So those moves combine into "5 units right and 3 units up." Apply that combined slide to every vertex to get the same final image.
Key Takeaways
- Translate every vertex the same way and rejoin in order.
- The image keeps the size, angles, side lengths, and facing direction.
- Measure a translation between matching corners.
- Check the slide with a second pair of corners.
- Combine slides by putting their across moves and vertical moves together.
5Use coordinates to solve problems
Coordinates can help you plan a walk or understand a number pattern. On a map, they name the places you visit. In a table, they pair numbers that belong together. You will use labels to decide what each number means, follow routes along grid lines, and plot points that tell a small story.
5.1 Use coordinates to plan a route
A coordinate map gives places exact positions. A gate might be at (0, 3), on the y-axis. A fountain might be at (5, 4), inside the first quadrant. Use the origin to read each place's coordinates.
Travel between places
On a park map, the playground is at (2, 6). The pond is at (7, 4), and the café is at (7, 1). Paths follow the grid lines.
To go from the playground to the pond, compare the coordinates:
- Across: 7 − 2 = 5 units right.
- Down: 6 − 4 = 2 units down.
One route goes right first, then down. From the pond to the café, the across coordinate stays 7. Go 4 − 1 = 3 units down.
Add the parts of the route
The whole route travels 5 units right, 2 down, and another 3 down. Its length is 5 + 2 + 3 = 10 units.
Add every part you walk. A pair such as (7, 1) names the café's position from the origin. It does not give the distance you walked from the playground.
More than one route can reach a place. From (1, 1) to (4, 3), you can go 3 right then 2 up. Or you can go 2 up then 3 right. Both routes reach (4, 3), and both are 5 units long along the grid lines.
Use compass directions
On a map with north at the top:
- Up is north.
- Down is south.
- Right is east.
- Left is west.
The route from the playground to the pond can be called "5 units east and 2 units south." Check the map's north arrow before using those names.
Give an exact target
In a hidden-ships grid game, you can call a target with an ordered pair. Your partner looks for that exact point. Calling (3, 5) when you meant (5, 3) sends your partner somewhere else.
Keep a place and a move separate. "The café is at (7, 1)" tells you where it is. "Go 3 units down" tells you how to reach it from the pond.
Key Takeaways
- Coordinates locate a place from the origin.
- Route instructions start at the place you are leaving.
- Add every traveled part to find a route length.
- Use compass directions by checking where north points.
5.2 Plot pairs that tell a story
Some pairs of numbers belong together. A table can show how many seats go with each number of tables. You can turn each row into an ordered pair and plot it.
Build a growing pattern
One small square table seats 4 people. Push tables together in a row. Each extra table adds 2 seats.
| Number of tables | Number of seats |
|---|---|
| 1 | 4 |
| 2 | 6 |
| 3 | 8 |
| 4 | 10 |
Choose tables for the x-axis and seats for the y-axis. Label them "Number of tables" and "Number of seats." The labels explain what the numbers mean.
Make pairs and plot
Read each row across. Write (tables, seats): (1, 4), (2, 6), (3, 8), and (4, 10).
To plot (3, 8), find 3 across and 8 up. That dot means "3 tables seat 8 people." Swapping it to (8, 3) would mean "8 tables seat 3 people," which changes the story.
Choose scales that fit your largest numbers. If you want to show up to 22 seats, the y-axis could count in 2s from 0 to 24. The x-axis can still count in 1s for tables.
Use the pattern
The plotted points line up. Every extra table takes you 1 unit right and 2 units up. After (4, 10), the next point is (5, 12). It means "5 tables seat 12 people."
The pattern helps you predict a new pair. Explain your answer with both quantities, so someone knows which number counts tables and which counts seats.
Decide whether to join the dots
Whole tables are counted one at a time. In this seating pattern, two and a half tables is not an allowed choice. Leave the points as separate dots. A line between them would include table counts that do not fit the pattern's choices.
In other situations, in-between values can make sense. A graph of hours and miles walked can include part of an hour. Think about what the quantities mean before joining points.
If hours are across and miles are up, a point at (2, 6) means "After 2 hours, 6 miles had been walked." Read the axis labels before telling the point's story.
Key Takeaways
- Use each table row as a pair in the chosen axis order.
- Label the quantities on both axes.
- A growing pattern can show a repeated move between points.
- Explain a point by naming what both numbers mean.
- Keep dots separate when in-between values do not fit the situation.
Coordinates and the Coordinate Plane examples
1Find your way around a grid
10 steps
- 1IntroductionGive a place an address
Imagine helping a friend find a bench on a map. A grid gives you a short address to share, called a grid reference. First you will name a whole square. Then you will build a grid that can mark the bench’s exact spot using coordinates, which pin down one point instead of a whole square.
- 2ExplanationFollow two strips
A column is a strip of squares going up and down. A row goes across. On this map, columns have letters and rows have numbers.
The reference "C2" names the square where column C meets row 2. Trace both strips until they meet.
- 3ExampleFind the snack stand
A fairground map puts the snack stand in column A, row 5. Its grid reference is "A5."
A drinking fountain is inside that same square. It shares the reference A5, even though it is beside the stand. The reference names the whole square.
- 4ChallengeFind the band
The band is in column F, row 2 of a fairground map. What grid reference would you give your friend?
---reveal---
"F2." Write the column letter first and the row number second. Check both labels so you do not send your friend to a neighboring square.
- 5ConnectionName one exact spot
A square address can leave you with several places to check. Coordinates locate one exact point.
A coordinate grid uses two numbered lines called axes. They meet at a right angle. The numbers label lines, so you can follow them to a precise spot.
- 6ExplanationStart at the shared zero
The x-axis runs across the bottom. The y-axis runs up the left. They meet at the origin, (0, 0).
Numbers grow as you go right or up. Each axis needs equal spacing for equal number steps, just like the marks on a ruler.
- 7TipMake your own grid
Draw the two axes on square paper. Put 0 at their meeting point. Mark equal steps and number the lines 1, 2, 3, and onward. Label the axes "x" and "y."
Place each number at a line. Putting it in the middle of a square would hide the exact position it names.
- 8ExplanationLook inside the first quadrant
The first quadrant lies above the x-axis and right of the y-axis. Both coordinates are greater than 0 inside it.
Your grid also shows the axes at its edges. Points on these axes have a zero coordinate. The origin has two zeros.
- 9ChallengeCheck a new map
Jo wants to mark one exact meeting spot. She draws two axes but puts 1 where they meet. What should she change?
---reveal---
She should put 0 at the meeting point, the origin. Coordinate positions start from this shared zero. She can then use a pair of numbers to name the exact spot.
- 10RecapSquares and points
A grid reference such as "C2" names a square. Coordinates name one point.
On a coordinate grid, the x-axis goes across and the y-axis goes up. They meet at (0, 0). Number the lines and keep the spacing equal along each axis.
2Read and plot points with coordinates
16 steps
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- 1IntroductionTurn dots into number pairs
- 2ExplanationRead the first coordinate
- 3ExampleAdd the second coordinate
- 4ChallengeRead a point on an edge
- 5ExampleBegin plotting K
- 6ExampleFinish and read back
- 7ChallengePlot with no across move
- 8ExplanationGive each gap its value
- 9ExampleRead two different scales
- 10Key InsightAn unlabeled line still counts
- 11ChallengePlot on a scaled grid
- 12ExplanationFind height and across position
- 13ConnectionSee a line in the numbers
- 14ExampleContinue both changes
- 15ChallengeFind a point from two clues
- 16RecapRead the labels before you count
3Draw and explore shapes with coordinates
11 steps
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- 1IntroductionBuild a shape from its corners
- 2ExplanationPlot four vertices
- 3ExampleJoin the outline
- 4TipKeep the joining order
- 5ChallengeClose a triangle
- 6ExampleFind a missing corner
- 7ExampleMeasure its two side lengths
- 8ExampleGo around or cover inside
- 9Key InsightUse a square’s equal sides
- 10ChallengeComplete and measure
- 11RecapUse positions to build and measure
4Slide points and shapes with translations
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- 1IntroductionMove to a new place
- 2ExampleCompare across positions
- 3TipCheck the starting point
- 4ChallengeDescribe a straight slide
- 5ExampleChange x for an across slide
- 6ExampleChange y and write the new pair
- 7Key InsightUndo a slide
- 8ChallengeLand on an axis
- 9AnalogyKeep all corners together
- 10ExampleMove the first two corners
- 11ExampleMove the last corner
- 12TipMatch the same corner
- 13ChallengeFollow another corner
- 14ConnectionPut two slides together
- 15RecapTrack each direction
5Use coordinates to solve problems
11 steps
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- 1IntroductionLet a point tell you something
- 2ExamplePlan the first part of a walk
- 3ExampleFinish and add the route
- 4ConnectionSay the directions with a compass
- 5ChallengeReturn to the gate
- 6ExplanationMake pairs from a pattern
- 7ExampleChoose labels and scales
- 8ExampleRead and extend the story
- 9Key InsightKeep whole choices as dots
- 10ChallengeRead a pair on a new scale
- 11RecapKeep the meaning with the numbers
Coordinates and the Coordinate Plane practice questions
Set 1: Find points and places on grids10 Practice Questions
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Set 2: Complete shapes and follow slides10 Practice Questions
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What are the coordinates of T on this grid?
| y \ x | 0 | 2 | 4 | 6 |
|---|---|---|---|---|
| 15 | · | · | T | · |
| 10 | · | · | · | · |
| 5 | · | · | · | · |
| 0 | · | · | · | · |
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Set 3: Solve scale and shape puzzles10 Practice Questions
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Set 4: Plan routes and combine movements10 Practice Questions
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Stuck on your own question? Homework Help
Key Terms
A
Area
Axis
Axis label
C
Column
Combined translation
Coordinate grid
Coordinate map
Coordinate pattern
Coordinates
E
Equal steps
F
Facing direction
First quadrant
G
Grid
Grid gap
Grid reference
Grid square
Growing pattern
H
Halfway point
Horizontal distance
Horizontal line
I
Image
Isosceles triangle
L
Line segment
M
Matching vertices
Midpoint
N
New coordinates
North-up map
O
Ordered pair
Origin
P
Parallel sides
Perimeter
Plot
Point
Polygon
Q
Quantity
R
Rectangle
Reverse translation
Right angle
Route
Row
S
Scale
Side length
Square
Square unit
T
Table of values
Translation
Trapezoid
U
Unit
V
Vertex
Vertical line
X
x-axis
x-coordinate
Y
y-axis
y-coordinate
- 1Large Numbers and Place Value
- 2Negative Numbers
- 3Factors, Multiples and Prime Numbers
- 4Equivalent Fractions and Mixed Numbers
- 5Converting Units
- 6Measuring Angles
- 7Coordinates and the Coordinate Plane
- 8Line Graphs
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