Graph a line efficiently from slope-intercept form by starting at the y-intercept and stepping out the slope as rise over run.
To graph y = mx + b, start at the y-intercept (0, b) -- that point is free, straight from the equation. Then turn the slope into steps: the numerator of the slope is how far to move up or down (rise), the denominator is how far to move right (run).
A whole-number slope is just a fraction with denominator 1 (slope 4 means rise 4, run 1). Always find at least three points before trusting the line -- two points can hide an arithmetic slip, but three points confirm the pattern.
Mastery looks like: Given y = mx + b, they name at least three points on the line by starting at the y-intercept and stepping out rise/run.
Common stumbles: Reversing rise and run (moving right first for the numerator); mishandling the negative sign on a fraction slope.