diff --git a/src/core/constants.js b/src/core/constants.js
index 241e67066a..bf28b50164 100644
--- a/src/core/constants.js
+++ b/src/core/constants.js
@@ -26,17 +26,17 @@ export const P2D = 'p2d';
*
* `WEBGL` differs from the default `P2D` renderer in the following ways:
*
- * - **Coordinate System** - When drawing in `WEBGL` mode, the origin point (0,0,0) is located at the center of the screen, not the top-left corner. See the learn page about coordinates and transformations.
- * - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like box(), sphere(), cone(), and more. See the learn page about custom geometry to make more complex objects.
+ * - **Coordinate System** - When drawing in `WEBGL` mode, the origin point (0,0,0) is located at the center of the screen, not the top-left corner. See the tutorial page about coordinates and transformations.
+ * - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like box(), sphere(), cone(), and more. See the tutorial page about custom geometry to make more complex objects.
* - **Shape Detail** - When drawing in `WEBGL` mode, you can specify how smooth curves should be drawn by using a `detail` parameter. See the wiki section about shapes for a more information and an example.
* - **Textures** - A texture is like a skin that wraps onto a shape. See the wiki section about textures for examples of mapping images onto surfaces with textures.
- * - **Materials and Lighting** - `WEBGL` offers different types of lights like ambientLight() to place around a scene. Materials like specularMaterial() reflect the lighting to convey shape and depth. See the learn page for styling and appearance to experiment with different combinations.
- * - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See the learn page section about cameras for an explanation of camera controls.
- * - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using loadFont(). See the wiki section about text for details, along with a workaround.
- * - **Shaders** - Shaders are hardware accelerated programs that can be used for a variety of effects and graphics. See the introduction to shaders to get started with shaders in p5.js.
+ * - **Materials and Lighting** - `WEBGL` offers different types of lights like ambientLight() to place around a scene. Materials like specularMaterial() reflect the lighting to convey shape and depth. See the tutorial page for styling and appearance to experiment with different combinations.
+ * - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See the tutorial page section about cameras for an explanation of camera controls.
+ * - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using loadFont(). See the wiki section about text for details, along with a workaround.
+ * - **Shaders** - Shaders are hardware accelerated programs that can be used for a variety of effects and graphics. See the introduction to shaders to get started with shaders in p5.js.
* - **Graphics Acceleration** - `WEBGL` mode uses the graphics card instead of the CPU, so it may help boost the performance of your sketch (example: drawing more shapes on the screen at once).
*
- * To learn more about WEBGL mode, check out all the interactive WEBGL tutorials in the "Learn" section of this website, or read the wiki article "Getting started with WebGL in p5".
+ * To learn more about WEBGL mode, check out all the interactive WEBGL tutorials in the "Tutorials" section of this website, or read the wiki article "Getting started with WebGL in p5".
*
* @property {String} WEBGL
* @final
diff --git a/src/core/environment.js b/src/core/environment.js
index e4a73ea835..4d15491948 100644
--- a/src/core/environment.js
+++ b/src/core/environment.js
@@ -1165,7 +1165,7 @@ function exitFullscreen() {
* textWrap(CHAR);
* text(url, 0, 40, 100);
*
- * describe('The URL "https://p5js.org/reference/#/p5/getURL" written in black on a gray background.');
+ * describe('The URL "https://p5js.org/reference/p5/getURL" written in black on a gray background.');
* }
*
*
diff --git a/src/core/shape/vertex.js b/src/core/shape/vertex.js
index 722b26d716..2a854077d1 100644
--- a/src/core/shape/vertex.js
+++ b/src/core/shape/vertex.js
@@ -1359,7 +1359,7 @@ p5.prototype.endContour = function() {
* The `count` parameter tells WebGL mode how many copies to draw. For
* example, calling `endShape(CLOSE, 400)` after drawing a custom shape will
* make it efficient to draw 400 copies. This feature requires
- * writing a custom shader.
+ * writing a custom shader.
*
* After calling beginShape(), shapes can be
* built by calling vertex(),
diff --git a/src/events/acceleration.js b/src/events/acceleration.js
index 1ec500be21..0c574b3d48 100644
--- a/src/events/acceleration.js
+++ b/src/events/acceleration.js
@@ -501,7 +501,7 @@ p5.prototype.setShakeThreshold = function(val) {
/**
* The deviceMoved() function is called when the device is moved by more than
* the threshold value along X, Y or Z axis. The default threshold is set to 0.5.
- * The threshold value can be changed using setMoveThreshold().
+ * The threshold value can be changed using setMoveThreshold().
*
* @method deviceMoved
* @example
@@ -590,7 +590,7 @@ p5.prototype.setShakeThreshold = function(val) {
* The deviceShaken() function is called when the device total acceleration
* changes of accelerationX and accelerationY values is more than
* the threshold value. The default threshold is set to 30.
- * The threshold value can be changed using setShakeThreshold().
+ * The threshold value can be changed using setShakeThreshold().
*
* @method deviceShaken
* @example
diff --git a/src/webgl/material.js b/src/webgl/material.js
index 642a40b3fd..5a8a7c427d 100644
--- a/src/webgl/material.js
+++ b/src/webgl/material.js
@@ -563,7 +563,7 @@ p5.prototype.createShader = function (vertSrc, fragSrc, options) {
* `vTexCoord` describes where on the canvas the pixel will be drawn.
*
* For more info about filters and shaders, see Adam Ferriss' repo of shader examples
- * or the Introduction to Shaders tutorial.
+ * or the Introduction to Shaders tutorial.
*
* @method createFilterShader
* @param {String} fragSrc source code for the fragment shader.