The Acrobatics skill states "No jump can allow you to exceed your maximum movement for the round."
To me this sounds like you can get your double movement out of the jump. For example, a character with a speed of 30 ft could get a running start (10 ft) and then jump a 30 ft gap and still have 20 ft of movement left from his second move action.
Is that correct? Would it need 2 Acrobatics checks or is it all done with the one check?