Schumpeter Entrepreneurship Program at Inha University College of Education Affiliated High School
A Schumpeter Entrepreneurship Program delivered to eight first-year classes at Inha University College of Education Affiliated High School.

OVERVIEW
How we ran it
MAINCONTENTS delivered the Schumpeter Entrepreneurship Program to eight first-year classes at Inha University College of Education Affiliated High School.
Developed in-house by MAINCONTENTS Co., Ltd., the program aims to develop creative, interdisciplinary talent through startup and entrepreneurship education.
Classes were held in each homeroom from 09:00 to 11:50 over three periods.
Program Structure
- Period 1: Understanding Schumpeterian entrepreneurship and identifying problems — the concepts of creative destruction and startups, exploring social and local issues, defining a core problem and setting a direction for startup ideas (using the Schumpeter board game)
- Period 2: Generating and refining ideas — idea generation based on the four arithmetic operations, defining customers and analyzing problems, designing a service and structuring each team's idea (individual workbook activities)
- Period 3: Branding and startup simulation — setting a brand name and service concept, refining business plans with generative AI, team presentations and feedback (individual workbook activities)
Using the Schumpeter business plan template, students named their companies, described their customers and introduced their ideas before presenting them, and students with outstanding ideas were selected in each class.
In the post-program survey, overall satisfaction averaged 4.5 out of 5.
Positive responses were high across all items, including help with career choices, satisfaction with the education, satisfaction with the instructors and willingness to recommend.
Participating students said the program taught them problem-solving thinking through the startup process and gave them an opportunity to connect it to their own career paths.
RUNDOWN
Program flow
- 1교시 | 슘페터 기업가정신 이해 및 문제발견
- 창조적 파괴 및 스타트업 개념 이해, 사회 및 지역 문제 탐색, 문제 원인 분석 및 핵심 문제 정의, 창업 아이디어 방향 설정 (슘페터 보드게임 활동)
- 2교시 | 아이디어 발상 및 구체화
- 사칙연산 기반 아이디어 발상(더하기, 빼기), 고객(사용자) 정의 및 문제 분석, 해결 방안 도출 및 서비스 설계, 팀별 아이디어 구조화 (사업계획 아이디어 워크북 개별 작성)
- 3교시 | 브랜딩 및 창업 시뮬레이션
- 브랜드명 및 서비스 콘셉트 설정, 생성형 AI 활용 사업계획 보완, 팀별 발표 및 피드백 (사업계획 아이디어 워크북 개별 작성)
GALLERY
Event photos & student work










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