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Tables of Values

Maths · Y8 Linear Relationships
Year 8
Lesson Guide
Explanation
A linear rule like y = 2x + 1 works like a machine: you feed in a value of x, the rule processes it, and out comes y. Put in x = 3 and you get 2 times 3 plus 1, which is 7. The x is called the independent variable because you are free to choose it; y is the dependent variable because its value depends on the x you picked. The one thing that trips people is the order — multiply before adding. So y = 2 × 3 + 1 = 7, not 2 × (3 + 1) = 8. There are no brackets in the rule, so the ordinary order of operations applies.
Your Turn
Find y when x = 5 for y = 3x − 2. Check: 3 × 5 = 15, then subtract 2 → y = 13.
Watch Out
Multiply first, then add or subtract. Doing it the other way round is the standard error here.
Explanation
To build a table, substitute each x value into the rule in turn. For y = 2x + 1 with x from −2 to 2, you get y values of −3, −1, 1, 3 and 5. Negative x values need the most care: 2 times negative 2 is negative 4, and negative 4 plus 1 is negative 3 — not negative 5. Writing the substitution out in full before evaluating prevents that. There is also a built-in check worth using every time: as x increases by 1, y should change by the same amount each step. Here it goes up by 2 every time, which matches the coefficient of x. If one of your steps breaks the pattern, that entry is wrong.
Your Turn
Build a table for y = 3x − 2 with x from −2 to 2. Check: −8, −5, −2, 1, 4 — a constant step of +3.
Watch Out
The constant-step check catches almost every arithmetic slip. Use it before you plot anything.
Explanation
When the coefficient of x is negative, the pattern reverses: y decreases as x increases. For y = −2x + 5, the values run 9, 7, 5, 3, 1 — a step of negative 2 each time. The entry to be careful with is x = −2, because you get negative 2 times negative 2, which is positive 4, then plus 5 gives 9. Two negatives multiplied give a positive, so the answer is 9 rather than 1. That combination — a negative coefficient with a negative x value — is where most marks are lost in this topic, so write it out fully rather than doing it in your head.
Your Turn
Find y when x = −3 for y = −4x + 1. Check: −4 × (−3) = 12, then +1 → y = 13.
Watch Out
A negative coefficient with a negative x gives a POSITIVE product. Do not let the two minus signs cancel into one.
Explanation
Each column of the table gives one point: the x value and the y value together make a coordinate pair. Plot all of them and, because the rule is linear, they must fall in a perfectly straight line. Join them with a ruler and extend the line past the plotted points, since the relationship continues beyond the values you happened to choose. The straight-line requirement is also your error check: if one point sits off the line while the others line up, that table entry has an arithmetic mistake in it. Go back and recompute that one rather than drawing a bent line through them all.
Your Turn
The table for y = 2x + 1 gives (−1,−1), (0,1), (1,3), (2,5). Do they line up? Check: yes, each step is 1 right and 2 up.
Watch Out
Never join the points with a curve or a series of short segments. A linear rule always gives one straight line.
Explanation
Given a table, you can work backwards to the rule in two steps. First, look at how much y changes each time x goes up by 1 — that constant step is the coefficient of x. Here y rises by 3 each time, so the rule begins y = 3x. Second, find the value of y when x = 0, because that is the constant on the end. Here y = 4 at x = 0, so the rule is y = 3x + 4. Always test it on a value you did not use to build it: x = 3 gives 3 times 3 plus 4, which is 13, matching the table ✓. If the table does not include x = 0, step backwards from the first entry by subtracting the step once.
Your Turn
A table gives x: 0,1,2,3 and y: 5,9,13,17. Find the rule. Check: step is +4, and y = 5 at x = 0, so y = 4x + 5.
Watch Out
The step only equals the coefficient when x increases by exactly 1. If x jumps by 2, divide the y-change by 2.
📌 Key Points — this lesson in a nutshell
  • A rule is a machine: you choose x (independent), the rule gives y (dependent).
  • Multiply before adding: y = 2x + 1 at x = 3 is 7, not 8.
  • Substitute each x in turn to build the table, writing negatives out in full.
  • CHECK: as x goes up by 1, y should change by the same amount every step — that step is the coefficient of x.
  • A negative coefficient makes y decrease. Negative × negative gives a POSITIVE: −2 × (−2) = +4.
  • Each table column is one point. A linear rule must give a perfectly straight line — a stray point means an arithmetic error.
  • To find the rule from a table: the constant step gives the coefficient, and the value at x = 0 gives the constant.
Step 1: Introduction
Step 1 of 5
y = 2x + 1 x = 3 multiply by 2 then add 1 y = 7 You choose x. The rule decides y. x is the INDEPENDENT variable — you are free to pick it. y is the DEPENDENT variable — it depends on the x you chose. Order matters: multiply BEFORE you add. y = 2 × 3 + 1 = 7   not   2 × (3 + 1) = 8 The rule 2x + 1 has no brackets, so the normal order of operations applies.
y = 2x + 1, for x from −2 to 2 x y -2 -3 -1 -1 0 1 1 3 2 5 2(−2)+1 = −3 2(−1)+1 = −1 2(0)+1 = 1 2(1)+1 = 3 2(2)+1 = 5 Negative x values need care with signs. 2 × (−2) = −4, then −4 + 1 = −3  (not −5) Write the substitution out in full before you evaluate it. CHECK: as x goes up by 1, y goes up by 2 every time. −3 → −1 → 1 → 3 → 5, always +2. That constant step is the coefficient of x — and it proves the table is right.
y = −2x + 5 x y -2 9 -1 7 0 5 1 3 2 1 Now y goes DOWN as x goes up — a step of −2 each time. 9 → 7 → 5 → 3 → 1 A negative coefficient of x always means a decreasing pattern. The dangerous entry is x = −2: y = −2 × (−2) + 5 = +4 + 5 = 9 A negative times a negative gives a POSITIVE — so y is 9, not 1. Two negatives in one substitution is where marks are lost.
Each column of the table is one point x y -1 -1 0 1 1 3 2 5 (−1,−1) (0,1) (1,3) (2,5) y = 2x + 1 Plotting the table 1. Each x/y pair is one point 2. Plot all of them 3. They should form a STRAIGHT line 4. Join with a ruler and extend If a point is off the line, recheck that entry — the arithmetic is wrong.
Working backwards to the rule x y 0 4 1 7 2 10 3 13 +3 +3 +3 Step 1 — the constant step gives the coefficient of x y goes up 3 each time x goes up 1, so the rule starts y = 3x … Step 2 — the value at x = 0 gives the constant when x = 0, y = 4, so the rule is y = 3x + 4 Test it on a value you did not use: x = 3 → 3(3) + 4 = 13 ✓ If x = 0 is not in the table, work back one step from the first entry. Quiz time!
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