diff --git a/docs/manual/introduction/Creating-a-scene.html b/docs/manual/introduction/Creating-a-scene.html
index 060a0bffe803882a9d1501e65f04a81a5e360acb..c570412c02965ed8017d35d09e6cd393cfdc2b48 100644
--- a/docs/manual/introduction/Creating-a-scene.html
+++ b/docs/manual/introduction/Creating-a-scene.html
@@ -61,7 +61,7 @@
In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give setSize smaller values, like window.innerWidth/2 and window.innerHeight/2, which will make the app render at half size.
- If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling setSize with false as updateStyle (the third arugment). For example, setSize(window.innerWidth/2, window.innerHeight/2, false) will render your app at half resolution, given that your <canvas> has 100% width and height.
+ If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling setSize with false as updateStyle (the third argument). For example, setSize(window.innerWidth/2, window.innerHeight/2, false) will render your app at half resolution, given that your <canvas> has 100% width and height.
Last but not least, we add the renderer element to our HTML document. This is a <canvas> element the renderer uses to display the scene to us.