diff --git a/docs/reference/basic/show-string.md b/docs/reference/basic/show-string.md
index a0ac0a34..009ee6fa 100644
--- a/docs/reference/basic/show-string.md
+++ b/docs/reference/basic/show-string.md
@@ -1,6 +1,6 @@
# Show String
-Show a number on the [LED screen](/device/screen). It will slide left if it is bigger than the screen.
+Show a sting on the [LED screen](/device/screen). It will slide left if it is bigger than the screen.
```sig
basic.showString("Hello!")
diff --git a/docs/reference/input/acceleration.md b/docs/reference/input/acceleration.md
index 207b7ec1..c4bb51a0 100644
--- a/docs/reference/input/acceleration.md
+++ b/docs/reference/input/acceleration.md
@@ -20,8 +20,26 @@ A **g** is as much acceleration as you get from Earth's gravity.
* **dimension**: the direction you are checking for acceleration, or the total strength of force.
>`x`: acceleration in the left and right direction.
`y`: acceleration in the forward and backward direction.
-`z`: acceleration the up and down direction.
-`strength`: the total of all the forces in every dimension (direction) together.
+`z`: acceleration in the up and down direction.
+`strength`: the resulting strength of acceleration from all three dimensions (directions).
+
+### ~hint
+
+**Forces in space**
+
+Since we don't live on a flat world, forces happen in three dimensional space. If the movement of an object isn't exactly in the direction of one axis, we need a way to calculate its acceleration from the values measured for all the axes together.
+
+If you put your @boardname@ on a level table and push it diagonally, you have an acceleration in two dimensions. You can find the acceleration in that direction just like how you calculate the long side of a triangle using the two shorter sides (**X** and **Y**):
+
+```strength2D = Math.sqrt((accelX * accelX) + (accelY * accelY))```
+
+If you decide to lift your @boardname@ off the table, then you've just added another dimension, so insert the acceleration value for the **Z** axis into the equation:
+
+```strength3D = Math.sqrt((accelX * accelX) + (accelY * accelY) + (accelZ * accelZ))```
+
+This calculation is called the [Euclidean norm](https://en.wikipedia.org/wiki/Euclidean_norm) of acceleration.
+
+### ~
## Returns
diff --git a/docs/tutorials/getting-started.md b/docs/tutorials/getting-started.md
index b2814307..38ca9bb2 100644
--- a/docs/tutorials/getting-started.md
+++ b/docs/tutorials/getting-started.md
@@ -2,7 +2,7 @@
## Step 1
-Welcome! Place the ``||basic:show string||`` block in the ``||basic:on start||`` slot. Replace the ``"Hello"`` text with your name. Did you see it scroll?.
+Welcome! Place the ``||basic:show string||`` block in the ``||basic:on start||`` slot. Replace the ``"Hello"`` text with your name. Did you see it scroll?
```blocks
basic.showString("Micro!")