The purpose of this study was to design a technology-based extra-curricular program in order to improve creativity and convergence of university students. To this end, we first analyzed a literature review concerning an extra-curricular program that dealt with creativity and convergence competence. Through these analyses, we selected the DMM model, design thinking as instructional models, and the jigsaw and process-folio were selected as instructional strategies. Second, based on previous studies, we developed first draft both of an edcation model and an extra-curricular program. Moreover, a group of three experts was formed to examine the validity of the educational model and the draft of the program. Third, the final blueprint of the program was derived by reflecting upon the results of the expert’s review. Fourth, the program designed in this study was operated for 32 students of A University located in Seoul, and the changes in creativity, convergence, and entrepreneurship competence of the participating students were measured to analyze the effectiveness. The program used in this study, can be expressed as one that moves from individual creativity to team creativity. Furthermore, it consists of three stages. The first stage is the ‘Learning by Experiencing’ program that allows the students to express creativity while utilizing technology. The second stage is the ‘Learning by Doing’ program, wherein students learn the mindset and methodology of design thinking. The third stage is the ‘Learning by Making’ program, which allows students to express team creativity with their peers from various other majors, with the aim of creating convergent values. As a result of measuring the pre-post changes of the students' creativity, convergence, and entrepreneurship competence by applying the third stage of the program, We confirmed that all of students experienced a statically significant increase in their creative, convergent and entrepreneurship competency.