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Aptitude tests

UK train driver selection uses timed aptitude tests of concentration, reaction, visual search, memory, rules, and judgement. These tests practise those task formats so assessment day is not the first time you sit this kind of work, under a clock.

Each card explains what you do in the test, and why it is used. There are 32 tests, and 5 of them are free to try. Sit a free sample with no account, run the Assessment Day Simulator in the same order as the day, print the free aptitude test PDF, or sit the free situational judgement sample.

Type

AllAttentionReactionTimingDual taskMemoryRulesReasoningInterview

32 tests

Vigilance

Attention · 5 / 15 / 30 min

What you do

You watch a dull square for a long stretch. Click only when it turns pure black. Nothing else counts.

Why it is useful

On a long drive, most of the time nothing happens, then something that matters does. Operators need people who keep watching. Misses and false clicks both count, and a short run does not train the second half of a long one.

Try Vigilance

WAFV Reaction Time

Attention · 1 / 2 / 4 min

What you do

A dark field. Click as soon as you see a bright flash or hear a beep. Ignore pale flickers.

Why it is useful

This is not a simple green circle. You have to spot a real flash or tone among near-misses. Clicking a pale flicker is as bad as missing the real one.

Try WAFV RT

Visual Search

Attention · 3 / 6 / 9 min

What you do

A target shape and colour, then a busy grid. Mark every match.

Why it is useful

A cab and the lineside are busy. You have to find the thing that matches and ignore near-misses. Some grids have no matches. Clicking because the clock is loud is a fail. Scan in a method, row by row.

Try Visual Search

Visual Pursuit

Attention · 8 / 16 / 24 puzzles

What you do

A tangle of lines. Follow the marked start to the exit it comes out of.

Why it is useful

Displays are full of lines that cross. You have to follow one path and not jump to a neighbour that only looks like yours. Trace it through, rather than guessing the exit.

Try Pursuit

Cab Monitoring

Attention · 10 / 16 / 24 trials

What you do

A cab desk with speed, AWS, aspect, and radio all live at once. Act only on the one that needs you. Drive on if none do.

Why it is useful

Several instruments can look busy while only one needs an action. You have to pick that one, or drive on if none do. Common mistakes are answering radio chatter, treating yellow as stop, or cancelling AWS that is already cancelled.

Try Cab Monitoring

ATAVT Perception

Attention · 10 / 16 / 24 trials

What you do

A busy street scene flashes, then it is gone. Tick the kinds of thing that were there. Wrong ticks cost you as much as misses.

Why it is useful

You do not get a long look at a platform or a junction. The skill is what you keep after the picture has gone, not how carefully you can study a still that stays on screen.

Try ATAVT Perception

Two-hand tracking

Attention · 45 / 75 / 120 s

What you do

A winding path. A and D move left and right. Arrow keys move up and down. Keep the marker with the lead.

Why it is useful

Two hands, two axes. The trap is steering well on one and drifting on the other. This one needs a keyboard.

Try Two-hand

Group Bourdon

Attention · 1 / 2 min

What you do

A page of dot clusters. Each sheet has its own target. Mark every matching group, not the near-misses.

Why it is useful

The job often means checking the same kind of thing, again and again, without drifting. This is a dense page, a simple rule, and a clock. Rushing invents matches. Going too slowly leaves most of the page unmarked.

Try Group Bourdon

Auditory Attention

Attention · 1 / 2 / 4 min

What you do

Beeps in a pattern. Click when the count matches the number on screen. The target will change.

Why it is useful

Not everything that matters is on the screen. You have to listen, keep a rule, and ignore the rest. The usual trap is clicking the old target after it has changed.

Try Auditory

Bourdon endurance

Attention · Until a miss

What you do

The same clusters, but each sheet gets harder. One miss ends the run. Climb as far as you can.

Why it is useful

A short Bourdon run teaches the rule. This one keeps going as the page gets denser, and one miss ends it. It trains staying accurate after the easy hits have gone.

Try Bourdon endurance

Stroop

Attention · ~2 / 4 / 6 min

What you do

A colour word in a coloured box. Click the colour, the word, or the box, as the rule says.

Why it is useful

The word, the ink, and the box can disagree. The test is whether you follow the rule you were given, not the habit that feels faster.

Try Stroop

Flanker

Attention · ~2 / 4 / 6 min

What you do

A row of arrows. Count left to right, then click the numbered arrow.

Why it is useful

The arrows beside the target pull your eye. You have to click the numbered one, not the one that jumped first. Rushing the count is the usual miss.

Try Flanker

Symbol Coding

Attention · 1 / 1.5 / 2 min test

What you do

Memorise a symbol-to-digit key, then code as many as you can before time runs out.

Why it is useful

You look up a simple key, quickly, without losing your place. That mix of memory and speed shows up in paperwork and any panel with a legend.

Try Symbol Code

Reaction Time

Reaction · 1 / 2 / 4 min

What you do

Click when the circle turns green. Do nothing when it turns red.

Why it is useful

You need to act quickly when you should, and hold still when you should not. Being slow on a real go is a problem. Clicking every flash is also a problem. Watch false starts as well as your best time.

Try Reaction Time

Anticipation

Timing · 2 / 4 / 6 min

What you do

A marker runs toward a line. Press Stop when you think it arrives, including after it has gone out of sight.

Why it is useful

You often have to judge when something will arrive. Too early and too late both miss. The harder trials hide the marker, so you keep its speed in your head, including after a stop or a reverse.

Try Anticipation

Divided Attention

Dual task · ~3 / 5 / 7 min

What you do

Count full amber on the lamp, click X headcodes, then follow the cue as it switches.

Why it is useful

One stream is easy. Two at once is the test. Cab work is rarely a single display. The second job should not make you drop the first.

Try Divided Attention

TEA-Occ (Beats & Symbols)

Dual task · ~2 / 3 / 5 min

What you do

Count beats, match symbols, then do both at once.

Why it is useful

On the job you often have to listen and watch at the same time. This test checks whether the second task makes you drop the first. The format feels odd at first, so a few practice runs help before assessment day.

Try TEA-Occ

Task Switch

Dual task · ~2 / 4 / 6 min

What you do

The rule starts as vowel or even, then blue is added. Answer Yes or No each time.

Why it is useful

Staying on one rule is easy. Switching is the hard part. Operators need people who can drop the last instruction and take the new one without lag.

Try Task Switch

Digit Span

Memory · ~3 / 5 / 8 min

What you do

A short digit sequence, then one extra digit each time you clear a level. One miss ends the session.

Why it is useful

You hold a string of digits, then a longer one, without writing it down. That is closer to keeping a headcode or a message than a trivia quiz.

Try Digit Span

N-Back

Memory · ~2 / 3 / 5 min

What you do

A stream of letters. Was this one the same as two letters ago?

Why it is useful

You have to keep a short list in mind and update it while the next letter arrives. That is working memory under time pressure, which shows up in cab work.

Try N-Back

Auditory Working Memory

Memory · ~3 / 5 / 8 min

What you do

Hear a list once, then answer a question about it from memory.

Why it is useful

You will be told things once. The test is whether the list is still there when the question comes, not whether you can look back at the screen.

Try Auditory WM

Corsi Blocks

Memory · ~3 / 5 / 8 min

What you do

Watch blocks flash in order, then click the same sequence. One miss ends the session.

Why it is useful

This is spatial memory, not digits. You keep a path in your head while the board is still in front of you. One miss ends the session, so guessing is expensive.

Try Corsi

Rules Acquisition (RAAT)

Rules · 4 / 6 / 10 questions

What you do

Study a practice notice, then answer questions on it. Easy lets you look back. Harder versions do not.

Why it is useful

You will be given rules and asked to apply them, sometimes from memory. Holding a short procedure, then using it under a clock, is closer to the job than a quiz about railways.

Try RAAT

Rules & Procedures (TRP1)

Rules · 4 / 6 / 8 questions

What you do

Study a written procedure, then answer questions on it from memory.

Why it is useful

You learn a procedure, close the page, then apply it. Looking it up while you study is not the same skill as holding it when the questions start.

Try TRP1 Memory

Rules Acquisition Advanced (RAAT)

Rules · 4 / 6 / 10 questions

What you do

Study a denser practice notice, then answer questions on it. Easy lets you look back. Harder versions do not.

Why it is useful

Same idea as RAAT, with more to hold. If the basic notice felt manageable, this checks whether you actually learned it.

Try RAAT Advanced

Dials & Cables (TRP2)

Rules · 4 / 6 / 8 questions

What you do

Learn a cab panel, then answer questions from the rules you studied. You can hide the panel or look back while you answer.

Why it is useful

A panel is a set of rules attached to objects. You need to know which control does what, then apply it. Looking it up while you practise is not the same skill as holding it from memory.

Try TRP2 Dials

Problem Solving

Reasoning · 5 / 10 / 25 questions

What you do

Timed operational questions: faults, signals, and what to do next.

Why it is useful

Selection is not only attention tests. You also pick a safe next step against the clock. The quiet answer is often better: stop, protect, tell someone. This is practice for that kind of decision, not a leaked paper.

Try Problem Solving

Route Monitoring

Reasoning · 5 / 8 / 12 trials

What you do

A train asks for a named route through Westford Junction. Follow that path. Occupied, locked, or unproven means hold.

Why it is useful

Signaller selection cares about a simple default: do not set a route you cannot prove. The trap is setting because the request is waiting, or holding because a different line is busy.

Try Route Monitoring

Error Detection

Reasoning · 5 / 8 / 12 questions

What you do

Compare two papers. Spot the mismatch, then name it.

Why it is useful

Noticing that two versions do not agree is cab and signaller work. Finding a difference is not enough. You have to say what kind of error it is.

Try Error Detection

Problem Solving +

Reasoning · 5 / 10 / 25 questions

What you do

Harder timed questions: compound faults, signalling, and multi-step logic.

Why it is useful

The first problem-solving set teaches the shape of the task. This one stacks steps. The safe, boring answer is still usually better than the dramatic one.

Try Problem Solving +

Situational Judgement

Reasoning · 4 / 6 / 14 scenarios

What you do

A short work scene. Pick the most appropriate response, then the least.

Why it is useful

This is often an early filter. They are not asking if you like trains. They want to know whether you stop, tell the right person, and do not pass danger to keep the job moving. Saying nothing is a common trap.

Try SJT

Structured Interview

Interview · Prep + 6 × 2 min

What you do

Six 'describe a time when' questions. Prep a real example, then answer using STAR.

Why it is useful

The interview is not a talk about trains. They want a real example: a risk, a stop, a mistake you owned. A short true story beats a long invented one.

Try MMI

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1234512345

Cab desk

Speed

90LIM 90

AWS

Horn

Aspect

Yellow

Radio

RX · Channel

Driver of 1A22, your 12:40 is on time.

2

Click the box

RED

BLUE

Arrow 2, left to right

←→←

☆ → 5

Match the digit

Target

XA11

A4

7B

Vowel, even, or blue?

3941

Repeat the digits

K

S

What was last?

blue7leftF

Notice to staff

Rules and procedures

1 SPAD

1.1Stop at once and report.

1.2Do not move until instructed.

FAULT light flashing red. Stop and report.

From memory

Stop and report
Isolate and go

Notice to staff

Degraded working

1. TPWS override

1.1Applies to that movement only.

1.2Not authority to pass at danger.

M

ONOFF

Master

On

TR

ONOFF

Traction

On

BP

5

Brake pipe

MR

8

Reservoir

RDY

Ready

On

FLT

Fault

Off

C

Control jumper

In

P

Power jumper

In

signals

A signal is at danger. You have not been authorised to pass it.

AStop, protect, and report
BProceed at caution
Confirm

West

Pts

East

P2

P1

Gds

2H04 into Platform 1

Hold
Set

Paper 1

Notice

Depart 09:42

Platform 3

Paper 2

Indicator

Depart 09:24

Platform 5

faults

AWS has been isolated. What speed applies?

AIsolation speed
BLine speed
Confirm

Asked to sign a check you did not see.

ARefuseMost
BSign anywayLeast
Station 3 of 61:42

Describe a time you stopped work because something did not look right.

Speak your answer

Find every cluster of 3

Find every cluster of 3