Teaching programming logic to young people often brings a challenge given the level of abstraction that is needed, and often students have not yet developed this skill. This article presents the discussion on this issue, along with the need to create an approach that motivates and guides students' interest in the study. In response, we searched for visual programming environments appropriate to young people, so ARSpot was used as an auxiliary pedagogical tool, an extension of Scratch that allows a first contact with Augmented Reality, expanding the creative experiences of children and young people, presenting in a way Programming logic and augmented reality. A framework is proposed for the mapping and evaluation by the teacher of the curricular content for its application in the suggested programming environment. In the end, preliminary results of the pilot experiment are presented, which proved to be positive, motivating the researcher to carry out more comprehensive tests.