Aviation Career Exploring

Post 747

for high school students

&

Club 707

for middle school students

San Jose, California, USA

X

Wish List

Help us train the next generation of aviation professionals.
Donate any of these items or your skills to help out our teen Explorers.

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Physical Items

For environmental reasons, we would prefer surplus, new old stock, or pre-owned materials where possible.

Webcam

While the most fun and learning will happen if explorers can join us in person for hands-on activities, we understand that busy schedules and long commutes can get in the way. We do our best to provide hybrid options for joining our meetings. We currently use the built-in microphone and camera of an HP laptop, placed on a table or held up by hand to show what is going on. A webcam, wireless or with a long cable so that it can be mobile separate from computer, would improve the experience for those joining us virtually by giving them a better vantage of meeting activities.


Snap Circuits kits

Teens can be a bit awkward and klutzy. These colorful kits with easy to handle pieces are ideal for getting someone started in electronics without some of the frustration of manipulating tiny components with pins & wires. The larger size of the components also make viewing the circuit by multiple Explorers at a time easier. Multiple kits would allow us to efficiently train multiple Explorers at the same time.


Elneco type electronics trainers

After getting experience on Snap-circuits the Explorers can then move on to these types of trainers. With all the components attached to the trainer it is hard for the individual parts to get misplaced. Multiple kits would allow us to efficiently train multiple Explorers at the same time. The exact brand or style is not important, we can use any similar kind of trainer.


Electronics solderless prototype boards

After using Snap-circuits and trainers a Explorer can then start to construct more advanced circuits in the way that a professional would. By using these 0.1 inch centered boards we avoid the safety risk of actual soldering while offering a nearly unlimited range of circuits to build. Multiple kits would allow us to efficiently train multiple Explorers at the same time. The exact brand or style is not important, we can use any similar style of equipment.


Electronic Soldering Kits

Even though for safety reason we will not be soldering. The circuits of such kits can be replicated on solderless protoboards using the components in the kits. For kits that have display elements that need to be on a PCB, our adult members can solder those parts and provide pigtails so that the remainder of the circuit can be created on the proto board. Abandoned, partially completed or damaged kits can still be used and are appreciated. Kits with foreign language instructions (ex Chinese) are still usable as we can usually figure them out one way or another.


Electronic Components

Any components with leads: resistors, capacitors, coils, diodes, transistors, LEDs, Integrated circuits, ferrites, connectors, filters, hookup wire, nichrome shape memory wire, etc. would be appreciated so that we can come up with interesting and challenging circuits for Explorers to build. Any SMT components should be mounted on cards that can be plugged into 0.1 inch centered protoboards. Parts packaged with identification is preferred, but random parts can also provide their own learning experience.


Electromechanical Components

Switches, relays, motors, contactors, power supplies, VFDs, servo drivers, light towers, timers, terminal blocks, DIN rail, sensors (temperature, pressure, flow, light, limit switches, level, etc.), chart recorders, solenoids, linear actuators etc. would be appreciated so that we can come up with interesting and challenging industrial control circuits for Explorers to build. Parts with identification are preferred. Parts can be connectorized, terminaled or pigtailed. Multichannel plug programmable drum timers (Tenor) from the last century would be wonderful concept teaching tools.


Electronics Test Equipment

DMMs, lab power supplies, oscilloscopes, frequency counters, sound level meters, function generators, data loggers, etc. would be appreciated to help Explorers analyze and troubleshoot their circuits as well as get dexterous using such tools. Entry level instruments would be preferred but more advanced surplus instruments would provide challenging learning experiences. DMMs for each Explorer to use during circuit building meetings are the most useful.


Surplus automotive, industrial or aerospace trainers

Factory or custom made trainers for electronics, electromechanical, pneumatic, fluidics, or hydraulic systems, even if a bit worn or out of date would be wonderful to introduce technician skills to our Explorers. Instruction documentation preferred, but we can figure out stuff ourselves if necessary.


Surplus piston engines

Any lawnmower, motorcycle, or small auto or airplane engine that can be taken apart without tears if it cannot be reassembled. Explorers learn about engine design as well as get dexterity in using hand tools for engine repair. In some cases we might get lucky and be able to reassemble the engine for the next team to work on. Engines do not have to be in working condition and for safety reasons will not be attempted to be run until our meeting facilities expand to an appropriate location. Baby steps first.


Surplus junk electric motors

Example mid-sized electric induction motors, brushed electric DC motors and electric brushless DC motors for take apart and suitable sized for easy examination. Reassembly of most motors requires skills and jigs and is not necessary for learning motor design.


Basic Tool Set

Entry level tools and socket set for taking apart engines and other equipment. Small needle nose pliers and fine wire cutters and strippers for electronic circuit building.


Airfix Air Traffic Control board game

2 to 9 player guide 747 flights between London and New York in this game that has a colorful large size playing board as well as small 3D 747 game pieces which will hopefully attract youth to give it a fair try. This is the game from 1975. There are other more recent games with the same name, but we think this is potentially the best game available to train Explorers. With a product this old it is almost certainly going to be used and that is OK. However, we do need the instruction manual with the game as it is not available online yet. We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody.


Sky Team board game

Two players work together silently to land a plane under increasingly challenging circumstances. This game comes highly recommended from multiple review sites and we are eager to try it out. We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody. The game comes in several languages so if successful we would also like to acquire the Spanish language version for the Explorer population living closest to RHV.

Sky Team Game Rules

Pan Am board game

2-4 players compete with Pan American Airways and others to build an air-travel empire. Outbid rivals for lucrative landing rights, buy planes with longer range to reach the far corners of the world, and use insider connections to advance your interests. As you bump up against the ever-growing Pan Am, you can sell your routes to the company to earn a tidy profit, with you then using that money to invest in other growth or to purchase Pan Am stock for what's sure to be a big payout down the road. Pan Am is a game of global strategy that spans four decades of industry-changing historic events. We have successfully tested this game using a borrowed copy. We could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody. The game comes in several languages so we would also like to acquire the Spanish language version for the Explorer population living closest to RHV.

Pan Am Game Rules

Expedite board game

In the strategic route-building game Expedite, 2-4 players purchase hubs in different world cities in order to connect the starting and ending cities on one of his World Trade Cards. Don't own all the hubs? No problem – as long as you own the starting hub, you can give opponents points to use their hubs, but that might give them a greater share of the points from a World Trade Card than you get. Hmm, what to do?

To place a hub in an empty city, the player must discard 1-3 cards matching that city's color, with the number determined by the shape of the city. If someone else already has a hub in that city, you can pay double to place your hub on theirs; that player or another opponent can then pay triple to take possession; and so on.

On a turn, you either draw cards, place a hub (whether by discarding cards or playing a "free hub" card), or score a World Trade Card. The first player to collect 100 points wins.

We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody.


Airport Madness Manager board game

1 to 2 players manage the chaos of passengers flows inside the airport. Ever wondered what it's like to manage flight connections, gate assignments, and passenger flow under pressure? Airport Madness Manager brings airport operations to life in a fast-paced board game where you:

Inspired by real-world hub airport operations, this game blends strategic planning and chaos management — perfect for aviation pros and fans of clever logistics. Whether you're an airline planner, airport ops leader, or aviation geek, this game will test your nerves and decision-making under pressure.

This game's creator has high accolades, but the game itself was released in 2025 so it has very few actual reviews from players. We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody. So far, three different versions have been released. One for each airport Dubai (DBX), Kuala Lumpur (KLIA2) and generic airport.

Airport Madness Manager Game Rules

Low Cost Airline Manager board game

2 to 4 players step into the cockpit of airline strategy with Low Cost Airline Manager, a fast-paced, competitive board game that puts you in control of a budget airline. Plan Routes. Price Smart. Maximize Profit. Each round simulates a month in aviation. Players compete to carry passengers between airports by offering the lowest fare — just like in real-world revenue management. But there’s a twist: every flight you operate uses up valuable aircraft capacity, and the network resets with the seasons.

Designed with IATA codes, real-world connectivity rules, and seasonal planning, it’s more than a game — it’s a playful way to explore route strategy, network planning, and pricing dynamics in the aviation world. Whether you’re an aviation pro or just fascinated by airline operations, Low Cost Airline Manager is your runway to strategic fun.

This game's creator has high accolades, but the game itself was released in 2025 so it has very few actual reviews from players. We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody.

How to Play Low Cost Airline Manager

First in Flight board game

First in Flight is a 1 to 4 player push-your-luck, deck-building game about the race to early flight. Players take on the roles of the Wright Brothers, Samuel Langley, and other flight pioneers, racing to build and pilot the “flyers” that preceded modern airplanes. Each player’s flyer design is represented by a deck of cards that they can steadily improve and refine, and which may include unknown design flaws that threaten their success. Flying is a blackjack-style challenge to test a design, break new records, and gain experience -- hopefully without crashing. Then, players head back to the workshop to refine their flyers and improve their chances on future flights. There are dozens of available technologies, pilot skills, and friends in the field available for players to customize their own play style and strategy.

We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody.

First In Flight Game Rules

Planecrafters board game

As the saying goes, “He who rules the skies…rules at building airplanes and blimps and things”. And the whole world is racing to be #1! The small nation of Crumplehorn, scared of being left behind by its rivals, looks once again to Master Pennington B. Knickernacker to save the day. And he’s more than eager to help! Reports say the eccentric businessman, an avid plane enthusiast, is secretly devoting his substantial financial resources to build a fleet of flying machines that surpasses all others. But does he work for the glory of king and country? Or to line his own pockets? No one knows.

The schemes of past Knickernacker patriarchs are legendary, and Master Pennington is as peculiar as his predecessors. But he keeps his cards close to the vest. He has entrusted his grand designs to an exclusive group of industrialists known only as the Planecrafters. Fiercely independent, these Planecrafters battle amongst themselves to create the most efficient, and profitable, plane-building operation. And as the other saying goes, “to the victor…goes the money and lots of fancy stuff.”

Overview: Two to four players assume the roles of Planecrafters working for the Knickernacker estate. Players compete to hire the best employees, assemble the most productive factory, and deliver planes to Master Pennington. Maybe the planes they build aren’t always the prettiest (or even symmetrical). That’s O.K. Master Pennington doesn’t mind.

Object of the Game: Players earn crowns, the native currency of Crumplehorn, primarily by selling planes. Better planes sell for more crowns. But what really makes a factory succeed is its workers. Hiring employees for your factory will cost you crowns, but they're also a great investment. Employees can speed the production of planes, help you find better parts, sabotage your opponents’ factories, or receive crowns from the bank. At the end of the game, the player with the most crowns wins.

Each player’s turn consists of 4 phases:

  1. Hire: Spend your crowns to hire new employees to work in your factory.
  2. Acquire: Gather new parts cards from one of the parts depots.
  3. Flyer: Play your parts cards into your factory to build your flyer.
  4. Buyer: Sell your plane to the buyer, Master Pennington.

We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody.

Planecrafters Game Rules

The Crew: The Quest for Planet Nine board game

Astronauts wanted! The scientific community is abuzz over signs of a mysterious planet located at the edge of our solar system. But despite all of their efforts, so far they have been unable to provide substantial evidence of its existence. Join this exciting space adventure to find out if the theories are just science fiction or if you will discover Planet Nine. In this cooperative trick-taking card game, 2 to 5 players need to complete 50 different missions as they travel across the solar system. But they will only succeed if they can work together as a team. To master the challenges and achieve your mission, communication will be essential — but in space, things can be more challenging than expected. It’s not just who wins the hand but also how the hand is won that makes all the difference. With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count. The team completes a mission only if every single player is successful in fulfilling their tasks.

We need one copy of the game to start with in order to test its applicability for training Explorers. Once successfully tested we could use several copies of the game so that the whole Post can play at the same time which makes training and activity management easier for everybody.

The Crew Game Rules

Steam gauge style aircraft instruments

These older style of flight instruments are handy for instruction as their electromechanical construction allows the easy visualization of how the instrument works. Those we get in good condition will have their operation demonstrated as a functional entity. Those that are not in good condition will be cut away to show the internal workings.


Electronic aircraft instruments


Civil Engineering Drawing sets

Paper or electronic (preferred) drawings for airport or other civil construction projects. Any project from the past 50 years will most probably be still valid. Examples of really bad drawings are just as useful as really good ones. Full drawing sets including sheets for all the trades (Uniclass and ISO 13567 compilations) would be exceptionally helpful.


Obsolete Android smartphones

Obsolete smart phones with good cameras and decent memory but no SIM card can be used as time lapse photography tools. Free software such as Framelapse 2 can be used. Studying airport operations, birds flying over airports, people movements in terminals and many other experiments are possible with such repurposed phones.


Erector and Meccano kits

Many mechanical movements and mechanisms can be created with these kinds of kits. Four bar linkage mechanisms can be constructed and tested by the Explorers. Hand me down kits, somewhat worn parts, and incomplete sets would all be welcome. With enough donations over time we can have enough parts to make the demonstrators we need. Every little bit helps.


USB microscopes and surplus laptops

Examining electronics, engine parts, rivets, failed and corroded mechanical parts becomes more insightful with a microscopic view. Any entry level (example Dino-Cam) units would be helpful. Any surplus working laptops would be used to display the camera video feed and take snap shots. Non-working laptops would get sent to the take apart bench for a different kind of learning.



Skilled Assistance Needed

Board Game Tester

We have identified many board games that have the potential to effectively gamify the training of Explorers in specific aviation careers. Board games, if well designed, are effective simulations of business and and military tasks. There are also simulators using computer software, but they entail significant IT infrastructure costs as well as frequent update maintenance cycles. To contain costs and focus volunteer labor on training, paper board games are preferred at this time. As we acquire board games based on online user reviews we need to verify their effectiveness in training Explorers. While this can be a lot of fun for volunteers, it also requires us to be methodical and thorough in our evaluations.


Sailing table construction

We have a working design of a popular exhibit from the San Francisco Sailing Science Center. We need to complete the construction and include wing sails to reflect modern America's Cup sailboats as well as airplane design. Table will be also used by local Sea Scouts.


Wind tunnel experiment design

We have received an instrumented wind tunnel from Gabrielle He's Eagle Scout Project. We need expertise and help in creating meaningful activities using this wonderful contribution. Details at: wind tunnel page


Structural experiment design

Stephen Ressler and Wayne Place have excellent materials for teaching structural engineering. We need to adapt those ideas to create hands on activities for our Explorers.


Graphics Designer: Memory Game Cards

The plain reality (pun intended) is that professions have heaps of acronyms, jargon and symbols to memorize and understand. Aviation careers are no different. To impart some fun to this learning objective, we will be creating memory card aka Concentration games for each group of knowledge memorization. Both the front and back of the cards will need to be designed. Just the right amount of detail is needed so that the game can function as intended. Too much detail and the game becomes confusing and no longer fun. Too little detail and the game never transfers knowledge to the players. To entice the Explorers to play the game the cards must also be visually appealing and impart a level of excitement. Finished and tested artwork will be subcontracted to a specialty card deck printer. Depending on the results, the card deck games may also be sold by the Explorers as a fundraiser.


Graphics Designer: Coloring Pages

There are coloring books for very young kids and there are coloring books designed to calm down adults. We want to make coloring pages for teens to learn about aviation while doing a focused calming task that builds finger dexterity. Suggested aviation subjects for such coloring sheets are cockpit instruments, electrical and hydraulic schematics, flowcharts, and airport layouts. The level of detail must be appropriate such that the page can be colored easily (actual areas to be colored) but also that there is enough detail to keep the Explorer's mind interested. Text identifying each item in the page will be needed so that learning can take place. In some cases there may need to be a separate or adjacent key to what is being colored. This is a challenging volunteer task that sounds much easier than it actually is. At EAA Young Eagles events we have been testing intermediate level coloring pages with some success. Testing is always important to make sure we get the intended results.

A possible source for interesting and technically detailed coloring pages are blueprints of historic aircraft. Some examples are below. Some images are almost ready to use, others will require some serious editing and some are just not useful or appropriate.


Logistics Mathematician

The games Airport Madness Manager & Low Cost Airline Manager (described above) use dice and a grid/network that roughly approximates the environment. The games have different versions for different environments. Something about the game design hints at a more general principle that could be used to create additional airport versions or more specialized areas of simulation, such as cargo handling. The deluxe versions of the games have features that users have claimed make the game play better and more interesting. This task would be to help the Explorer adults understand the theory behind the games and find ways to use that technique for better and further instructional purposes. Analysis may extend to the other games we will be testing and we would like to steal any good ideas we can find.