You Can Become a Licensed Skydiver!


Ok, now you have made your first jump and you're ready to learn to skydive on your own. Below are descriptions of the instructional skydives you can make to achieve this goal.

Tandem Progression and Accelerated Freefall program.

Should your first jump have been a tandem skydive, you may enter the Tandem Progression program. Before your 2nd and 3rd Tandem Skydive you will be taught how to maintain your heading, turn your body, and to move forward while in freefall. During the skydive you will be responsible for maintaining altitude awareness, and pulling your ripcord at your assigned altitude. Like all tandem skydives, these jumps will be made with a certified instructor who will provide teaching assistance for the entire freefall and canopy ride. After your successful completion of the the tandem progression program you will attend the ground school and enter the AFF program at level 3.

AFF is a 7 level ability based progression that progressively teaches you to jumpmaster yourself. After completion of all levels you will be permitted to jump without  assistance from your jumpmaster.  The following is a description of each level and its Targeted Learning Objectives (tlo).
 

*Aff Level 1 -Basic orientation, aircraft procedure, exit, body position, canopy controllability check, canopy control, landing, practice ripcord pulls, altimeter use & time awareness.
(ground school time: 4-6 hrs. Requires 2 Jump masters.)
*Aff Level 2 -Awareness, stability, coordinated movement
(Requires 2 Jumpmasters.)
*Aff Level 3 -Heading maintenance, solo pull, spotting introduction.
(Requires 2 Jumpmasters.)
*Aff Level 4 -Controlled 90 degree turns, turns and redocks, equipment checks.
(Requires 1 Jumpmaster.)
*Aff Level 5 -Forward movement, controlled 360 degree turns, wave off.
(Requires 1 Jumpmaster.)
*Aff Level 6 -Solo poised exit, backloops, sequence maneuvers.
(Requires 1 Jumpmaster.)
*Aff Level 7 -Diving exit, front loops, sequence maneuvers.
(Requires 1 Jumpmaster.)
*Hop and Pop -Solo clear and pull, 3,000-4,000 feet.
(Requires 1 Jumpmaster.)

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