MirthTale
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Glossary

Glossary

The words we use, in plain English.

Audience of one

The idea that a child's book needs one reader sitting beside them, not thousands. It is the design principle behind MirthTale.

Companion

The animal who lives in each Story Pack world and turns up when a story needs a friend. Fox in Woodland, whale in Ocean, and so on.

Conversational turn

One exchange between an adult and a child: one speaks, the other answers. The number of turns predicts language growth more strongly than the number of words heard.

Dialogic reading

Reading aloud as a conversation: asking open questions, waiting, and following the child's answers. The reading style MirthTale books are written to support.

Ending

The last creative choice. If a child can say how the story ends, that ending is kept. If not, MirthTale's AI writes one without asking again.

Open parts

Whatever the child did not specify. MirthTale's AI writes and illustrates only these.

Paper refill

A roll of thick matte stock that loads into the back of the device and makes around forty books at age five.

Repeated reading

Reading the same book many times. Children learn new words better from repeated reading of one story than from single readings of several.

Story Pack

A small physical insert that sets a story's world: setting, supporting cast, and companion. It never sets the hero, the problem, or the ending.

The dial

The age setting on the device, from 2 to 9. Moving it changes how the next book is written without changing what the child said.

Creative choices

The character, the setting, the adventure, and how it ends. MirthTale guides a child through them; all are optional and anything given is kept.

The slot

Where the finished book comes out, folded and sealed along the spine.