Imagine you are playing an open-world video game where your character moves around a big map. The map has a center, and you can move left, right, up, and down. The game needs a way to know exactly where your character is standing at any moment. That is what a coordinate plane does in math: it gives every point an address using two numbers. ๐ฏ
In this lesson, you explore how the signs (positive and negative) of numbers in an ordered pair tell you which part of the coordinate plane a point is in, and how changing those signs creates reflections across the axes.
The coordinate plane is made of two number lines that cross at zero:
The place where they meet is called the origin, at the point \( (0, 0) \). As shown in [Figure 1], the axes divide the plane into four regions called quadrants.

Each point in the coordinate plane has an address called an ordered pair. It looks like this: \( (x, y) \).
You land at \( (3, -2) \).
The coordinate plane is split into four quadrants, numbered counterclockwise, as you see in [Figure 1]. Each quadrant has a different combination of signs for \( x \) and \( y \):
On the axes themselves:
So just by looking at the signs of \( x \) and \( y \), you can tell which quadrant or axis a point is onโbefore even drawing it. ๐ก
Decide which quadrant each point is in, just by its signs:
Both coordinates can be rational numbers, not just whole numbers. Rational numbers are numbers that can be written as a fraction of two integers, like \( \frac{1}{2}, -\frac{3}{4}, 2, -5, 0 \).
For example:
As shown in [Figure 2], the grid can include fractional tick marks to show these rational coordinates.

Now the amazing part: when ordered pairs look the same except for signs, the points are connected by reflections across the x-axis, y-axis, or both. Think of a reflection like looking in a mirror. The shape is the same, but flipped.
There are three main types of reflections you use here:
When you reflect a point across the x-axis, it flips from above to below the axis, or from below to above, but stays the same distance from it.
If a point is \( (x, y) \), its reflection across the x-axis is \( (x, -y) \).
Example ideas:
Notice the pattern: only the sign of y changes.
When you reflect across the y-axis, you flip left to right or right to left, but stay the same distance from the y-axis.
If a point is \( (x, y) \), its reflection across the y-axis is \( (-x, y) \).
Examples:
Again, only the sign of x changes.
If you reflect a point across both axes (or rotate it 180ยฐ around the origin), both coordinates change sign.
If a point is \( (x, y) \), its reflection across both axes is \( (-x, -y) \).
Examples:
Here, both x and y change signs, and the point ends up in the opposite quadrant.
Reflections move points between quadrants in predictable ways, as you see in [Figure 3]:

Look at these sets of ordered pairs and see how they are related:
Comparing \( (4, 3) \) and \( (4, -3) \): only the y changes sign, so they are reflections across the x-axis.
Comparing \( (4, 3) \) and \( (-4, 3) \): only the x changes sign, so they are reflections across the y-axis.
Comparing \( (4, 3) \) and \( (-4, -3) \): both x and y change sign, so they are reflections through the origin (across both axes).
This is the key idea: When two ordered pairs differ only by signs, their points are related by reflections across one or both axes. ๐ค
Problem: A point has coordinates \( (-5, 2) \).
Step-by-step solution:
Step 1: Decide the quadrant.
Negative x and positive y means Quadrant II.
Step 2: Reflection across the x-axis.
Reflection across the x-axis: \( (x, y) โ (x, -y) \).
Start with \( (-5, 2) \):
So the reflection is \( (-5, -2) \), which is in Quadrant III (both negative).
Step 3: Reflection across the y-axis.
Reflection across the y-axis: \( (x, y) โ (-x, y) \).
So the reflection is \( (5, 2) \), which is in Quadrant I (both positive).
Step 4: Reflection across both axes.
Reflection across both axes: \( (x, y) โ (-x, -y) \).
So the reflection is \( (5, -2) \), which is in Quadrant IV (x positive, y negative).
Problem: Consider the point \( \left( -1.5, -\frac{3}{2} \right) \).
Step-by-step solution:
Step 1: Decide the quadrant.
Both negative โ Quadrant III.
Step 2: Reflection across the x-axis.
Reflection: \( (x, y) โ (x, -y) \).
So:
The reflection is \( \left( -1.5, \frac{3}{2} \right) \), in Quadrant II (x negative, y positive).
Step 3: Reflection across the y-axis.
Reflection: \( (x, y) โ (-x, y) \).
The reflection is \( \left( 1.5, -\frac{3}{2} \right) \), in Quadrant IV.
Step 4: Reflection across both axes.
Reflection: \( (x, y) โ (-x, -y) \).
The reflection is \( \left( 1.5, \frac{3}{2} \right) \), in Quadrant I.
Problem: A point \( B \) is the reflection of point \( A(7, -4) \) across the y-axis.
Step-by-step solution:
Step 1: Use the reflection rule.
Across the y-axis: \( (x, y) โ (-x, y) \).
For \( A(7, -4) \):
So \( B = (-7, -4) \).
Step 2: Decide the quadrants.
So reflecting across the y-axis moved the point from Quadrant IV to Quadrant III.
1. Video Games and Animation
In many games, your characterโs position is tracked using coordinates. If a game wants to mirror a map or flip a characterโs movement from right to left, it can use reflections similar to changing \( (x, y) \) to \( (-x, y) \) or \( (x, -y) \). Knowing how signs affect position helps programmers control movement and symmetry.
2. Graphics and Design
When a designer creates a logo and wants a perfectly symmetrical reflection on the other side of a line, they use the same idea: reflect points across an axis. Changing signs of coordinates creates that mirror image exactly.
3. Maps and Navigation
On some maps or grid systems, north-south and east-west directions can be treated like positive and negative axes. For example, east might be positive x, west negative x, north positive y, and south negative y. Moving to the โmirrorโ location on the map is like reflecting across an axis.
4. Physics and Engineering
In physics, when objects move with direction (like left/right or up/down), those directions are often modeled with positive and negative numbers. Reflecting paths or forces across an axis in a diagram can show what happens if something bounces off a wall or flips direction.
Understanding how signs in ordered pairs connect to quadrants and reflections gives you a powerful way to visualize and predict where points are, how they move, and how they relate to each other on the coordinate plane. ๐