Low student interest in learning IPAS (Integrated Science and Social Studies) poses challenges in education, including low student engagement, less attractive teaching methods, the dominance of digital games, and limited integration of learning media. This study aims to analyze the effect of the Lenggaru (Lempar Tangga Seru) game, assisted by a QR Code, on learning interest in IPAS among fifth-grade students at SDN in Bengkulu City. The research method was quantitative, using a quasi-experimental design and the Matching Only Pre-test-Post-test technique. The research sample consisted of an experimental group that used the Lenggaru (Lempar Tangga Seru) game with QR Code assistance, and a control group that used conventional teaching methods. The results showed that the mean scores of the control and experimental groups were relatively similar on the pre-test, whereas the post-test scores differed significantly. The mean post-test score of the control group was 53.38, while the mean post-test score of the experimental group was 61.12. The independent-samples t-test for the pre-test showed no significant difference between the two groups. However, the independent-samples t-test for the post-test showed that the calculated t-value (tcount) was 5.146, which was greater than the t-table value (ttable) of 2.015 (df = 44, α = 0.05), with a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant difference between the two groups in the post-test. Therefore, it can be concluded that integrating the traditional ring toss game with QR Code digital media is effective in increasing students' interest in learning. Thus, the use of the Lenggaru (Lempar Tangga Seru) game assisted by a QR Code is recommended as an innovation in IPAS learning in elementary schools. Keywords: Learning Interest, Traditional Games, Digital Media, QR Code, Lenggaru.