Thanks all, several good ideas and a general consensus.
Yes, but sadly the general consensus is wrong. This is not a skill check. This is a reflex save.
To prove that, let's simplify. Say you want to run a scenario where the PC's must jump off of one moving platform on to solid ground or off solid ground on to one moving platform. Lets say they have only one chance to do so, and failure means something bad happens - they are stuck in a room with a horde of orcs, they crash into the ground, they are dumped into a pool of water infested with cave piranha's or whatever.
What sort of scenario is this?
It's a trap. A series of challenges like the above is just a gauntlet of traps. How are traps evaded in 3e D&D? By making a reflex save. Why is this important? Well first, because the rogue ought to be the character that is most capable of performing these feats, and in particular the rogue's trap sense should provide an additional bonus. The rogue ought to be the character that is best at running through a gauntlet of traps. This is his silo'd shtick. It's how the rogue solves problems. If the problem is solved by concentration skill checks, it implies the spell casters are better than the rogue at running through a gauntlet of physical challenges. This is not what you want to do.
So let's say I have a series of swinging platforms above some sort of hazard. This is essentially a series of traps. How would I run the challenge assuming that the player is going to take the challenge head on? Well, to time his jumps correctly he must make a reflex check. That's what 'reflexes' are for. The DC can be reasonably low. Timing a jump correctly is something you'd expect normal people to often get right by shear luck. So let's say, DC 10 or DC 12 if they attempt a running start, though we could use 5 or 7 if the platforms are moving quite slowly or 15 and 17 if the platforms are moving quickly. What does failure mean?
Failure means one of two things depending on the situation and how generous you are. It means either 1) you jumped into empty space and have no choice but to fall, or else 2) you jumped in less than optimal circumstances, meaning that the platforms will be further apart than they could be, implying that the jump check is harder.
The first case is easy to run. If they fail the reflex save, it doesn't matter what their jump check is they end up missing the platform (though 'failed by 1 or less' should be a special case IMO). This is a good choice if the platforms are quite small and moving at high speed perpendicular to the direction you have to jump to reach them. If the platforms are fairly large and moving in relatively the same direction you have to jump, then the second method is probably better.
The second case, if they fail the reflex check, they just need to jump farther and they'll still make it. For each point they missed the reflex save by, add 1 (or 2) points to the DC of the jump check (depending on how fast the platforms are moving).
In either case, we need to decide what the minimum distance you need to jump in order to reach the next platform. I suggest something reasonably small - say 5'. If you have a much longer distance, you'll end up in a situation where no one but the rogue is capable of performing the task without recourse to magic. Remember that if the player misses the jump by a small distance - say 3' or less - they still might be able to grab the edge of the platform (DC 20 climb check) to avoid disaster.
When designing scenarios like this, I'd strongly advise you once you've selected some numbers to work out the exact odds that each member of your party has in navigating the challenge. The odds that the most atheletic characters have of completing the obstacle should be above 90%. If they aren't, you are not actually having the scenario you think you have. If the best odds the party can have of completing the challenge the way you intend are below 90%, then the real scenario is, "Figure out some way to get across that doesn't involve jumping from platform to platform."