Schumpeter Entrepreneurship Program at Songyang Middle School
MAINCONTENTS ran the Schumpeter entrepreneurship program for 11 first-year classes at Songyang Middle School, giving students hands-on experience with entrepreneurship and developing startup ideas.

OVERVIEW
How we ran it
This is the final report on the Schumpeter entrepreneurship program delivered to students in 11 first-year classes at Songyang Middle School.
Program Overview
- Date & time: September 23, 2026, 10:00–12:35
- Venue: Individual classrooms on campus
- Participants: 11 first-year classes
Program Structure
- Period 1: Understanding entrepreneurship and identifying problems with Schumpeter. Students used the Schumpeter board game to learn about creative destruction and startups, then explored issues in their local community.
- Period 2: Generating and refining ideas. Using an idea-generation method based on the four arithmetic operations, students defined their customers and problems and designed a service.
- Period 3: Branding and startup simulation. Students used generative AI to strengthen their business plans, and each team gave a presentation.
Results
In each class, outstanding ideas were selected based on the Schumpeter business plans the students wrote.
Selected ideas included a template-sharing platform, an AI fashion recommendation service, a shared wireless charging service, an ad-free personalized search app, an interactive storytelling platform, a spending guide app for students, an aging-experience space for understanding older adults, an AI self-driving travel service, a personalized clothing recommendation service, an integrated platform for content creation and promotion, and an idea-expression app.
Survey Results
- Overall satisfaction: 4.4/5
- Responses were highly positive across all items, including help with career choices, satisfaction with the program, willingness to recommend it, and satisfaction with the instructors.
Participating students said the program gave them a new understanding of startups and entrepreneurship and prompted them to think concretely about their own career paths.
RUNDOWN
Program flow
- 1교시 숨페터 기업가정신 이해 및 문제발견
- 창조적 파괴 및 스타트업 개념 이해, 사회·지역 문제 탐색, 문제 원인 분석 및 핵심 문제 정의, 창업 아이디어 방향 설정 (숨페터 보드게임 활용)
- 2교시 아이디어 발상 및 구체화
- 사칙연산 기반 아이디어 발상, 고객(사용자) 정의 및 문제 분석, 해결 방안 도출 및 서비스 설계, 팀별 아이디어 구조화 (워크북 개별 작성)
- 3교시 브랜딩 및 창업 시뮬레이션
- 브랜드명 및 서비스 콘셉트 설정, 생성형 AI 활용 사업계획 보완, 팀별 발표 및 피드백 (워크북 개별 작성)
GALLERY
Event photos & student work




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